No worries, I finished my bachelor thesis last week and had an exam on friday.
I now took a look at the library, but it still takes some time until I can understand it in it's entirety and especially migrate all my code to it.
What is your impression, do you think it is relatively easy to implement the bullet parallel threading type? I saw the comments but can't judge the complexity.
Personally I don't like that behavior, but I don't think about lag or acceleration during walking (because in reality you are also pretty fast at accelerating). What I meant is the
Moment of inertia, the same effect you have when using steering behaviors. I first noticed that in GTA 5.
When you start to walk there is some acceleration effect which could also be some clever animation trick, I don't know, however when you try to change directions while running (e.g. trying to strafe left when you were walking forward), you feel the "understeering" effect you would have when driving a car. The character still has some impulse in the forward direction.
So technically speaking: instead of setting an impulse each tick you should rather control the character by adding forces on it which lead to impulses (to have that integration component in, you also have on steering behaviors, so to say).