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(3 edits) (+4)

Nice demonstration. One thing I think was missing was the difference between "coasting" to a stop by just releasing your movement direction, and "skidding" to a stop by actively pressing the opposite direction. You can have a more naturalistic default deceleration if the player can choose to pivot on a dime if they need to, plus that animation is a great time to go hard with particle effects.

Also, when I've implemented lookahead, I've included a constant based on the direction the character is facing as well as incorporating their velocity as appears to be done here. Purely velocity-based lookahead ends up interacting with camera smoothing in a way that more-or-less cancels everything out IMO.