well, there is more i would like to do on the player movement prototype but need to move onto the next prototype, combat.
did get physics update seperate from the rendering, the animation states being driven by an xml defined state machine, and fix the vertical velocity issues i was having with a physics object player controller lauching over certain bumps.
you get some rather large forces at work to go from running one way to the other in one physics tick, which if reflected upwards from collision can be bad. some heuristincs for when to zero vertical velocity and it is all good.
added a physics 'rope bridge' and some dust particles under feet for fun.