I do have code now that combines the two using the d = 1-d trick and checking the d to move one of the two directions it must move....
....however now diagonal 'strafing' looks like a very harsh zigzag, instead of a nice diagonal "straight" line of movement.
Any ideas?? If this is an actual limitation of this AppGameKit function, I would reeeally love to see an expansion of the type of commands we can use more similar to RotateObjectLocal and MoveObjectLocal , but WITH the physics engine stuff.
I've tried to combine raytracing for the player and add a physics enabled mesh to that location, however it goes nuts when it is created within another model and the raytracing method requires the floor surface to have collision disabled to not 'freak out'.
... so I've given up on that 'work-around' and back at square one unfortunately. Having said that, I've now pretty much given up on the initial idea and am working with a rotating physics character controller after all. This kind of works well in terms of all of the physics related stuff fortunately, but is probably a bit less flexible than I would have hoped for.
Next up on the list are animations, because that sliding over the floor stuff doesn't look that good hahah.