--- name: blazium-camera pack: engine --- # blazium-camera Follow and framing. Engine baseline: **Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`)**. Use APIs that exist on `blazium_4.8`. ## Why A camera that jitters, peeks past the level, or lags the body makes motion feel broken even when the controller is correct. ## What `Camera2D` smoothing, drag margins, limits, look-ahead offset, `Camera3D` orbit, `SpringArm3D` collision, multi-target framing. **Non-goals:** pixel snap, hit-stop, and player movement. ## How 1. Inspect the current camera and who writes `offset`. 2. Prefer built-in smoothing and drag margins. 3. Follow after physics. Smooth with `1.0 - exp(-rate * delta)`. 4. Verify limits and spring-arm collision with Autowork or play mode. ## Reasoning Distinct from `blazium-pixel-perfect` (integer snap) and `blazium-game-feel` (punch). The router can load framing without loading juice. ## Sources - Blazium: `Camera2D`, `Camera3D`, `SpringArm3D` ## Limits Do not invent camera classes. Pin Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`). ## Related skills - `blazium-pixel-perfect` — snap - `blazium-game-feel` — punch