@kanonet
All the calculations and updates are done to a float variable, then converted by GLB to an int when used for a position. But I suspect that's not what you're questioning.
I'm not too sure what you mean by "camera shivering that we know from 3D".
In my game my 3D camera is positioned using my tween / easing library.
When it gets to its destination (smoothly), it stops and remains fixed, no 'shivering'.
My tween library *sets* the camera position each frame (it knows where the camera should be), it doesn't just add an offset value to the current position, so this may have something to do with it.
I also don't know what you were leading to regarding float inaccuracy.
In that if you keep incrementing a position variable by a floating value, eventually it will drift away from what you are expecting? Or because '0.1' and '1000.0' are far apart . . . and . . . dang, still don't know what you were inferring. I guess without an example situation (not code) I may not.
I understand the nature of floats, I just can't readily come up with a situation where they could be a problem (with positioning specifically). (But mind you, in my programming career, I sure had run ins with float inaccuracy bugs! ha)
[Cool, my '777'th post! Dang, now I can't make any new posts or I will ruin it!]