camera.x = player.x;
camera.y = player.y;
camera.z += clamp((player.z-camera.z)*0.1,-5,5)*time_step;

I don't really understand what you are trying to do, but try my code example above.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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