forge-camera-and-input

Enable real-time first-person camera control in a 3D SDL3 GPU scene.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-camera-and-input-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-camera-and-input
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-camera-and-input
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-camera-and-input-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides real-time first-person camera controls in a 3D SDL3 GPU scene, enabling intuitive navigation and scene exploration.

Core Features & Use Cases

  • FPS-style mouse look with relative mode to control orientation
  • WASD and additional keys for smooth, delta-time powered movement
  • Quaternion-based orientation and a view matrix built from position + quaternion
  • Integration with the depth-and-3d MVP pipeline and shared math utilities
  • Use case: fly through a scene to inspect geometry, lighting, and interactions

Quick Start

Initialize the camera state and capture the mouse, then use the main loop to update yaw/pitch, process keyboard input, and apply delta-time scaled movement.

Frequently Asked Questions about forge-camera-and-input

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add first-person camera controls to an SDL3 3D scene?

First-person camera controls in an SDL3 3D scene are added by capturing relative mouse mode for look and processing WASD keyboard input scaled by delta-time for smooth navigation.

How does quaternion orientation work for a 3D camera?

Quaternion orientation for a 3D camera works by calculating yaw and pitch from mouse input, then building the view matrix directly from the camera position and the resulting quaternion state.

Can I use this camera input skill with my existing SDL3 GPU rendering pipeline?

Yes, this camera input skill integrates with existing SDL3 GPU rendering pipelines by connecting with the depth-and-3d MVP pipeline and shared math utilities to update view matrices.

What is delta-time movement and why is it used for keyboard camera navigation?

Delta-time movement for keyboard camera navigation scales frame displacement by elapsed time, ensuring consistent speed across varying frame rates during real-time scene exploration.

Does mouse look in SDL3 require relative mode for first-person navigation?

Yes, first-person mouse look in SDL3 requires relative mode to capture continuous mouse motion without leaving the window, updating yaw and pitch orientation accurately.