Rewaz said:
, I was trying somestuff, and for example if I have a dt of 0.5, the circle willn't be a circle anymore, because it first rotate 0.5 degrees and then move again, will be a linear movement.
I'm not sure why this is important. I'm assuming you are updating every frame so the step should be small. The next frame you will have a bit of turn, and the next frame a bit more. Do you need it to track exactly in a specific circle? It typically won't do that anyway unless you are on perfectly flat terrain. Any kind of collision is going to throw you off your circle. In addition, most capsule collision routines work in a piecewise linear way so unless you want to do something really fancy, it won't track an exact circle unless there are no collisions.
I can think of a way to get it to do this on flat terrain. It's still doing piecewise linear, but since there are no collisions, at the end of each frame you will end up in the right place pointing the right direction. For this I would pick your circle. The center would be either a point on the exact left or right. depending on which way you want to turn. The distance of the center from your avatar would be the turn radius. Then when you know your time step you can calculate where on the circle you should end up, if you travel the needed distance along the perimeter. From there you just set your direction, so you are pointing tangent to the circle for the next frame.
If you want to account for collisions, make sure to set your direction based on the final resting place of your avatar relative to the center you selected, and not the place you were targeting on the circle. Also make sure to reset your center point every frame in case you get pushed off your original circle.
This is just off the top of my head so take it with a grain of salt. I do my controls with just having a turn rate and a speed and it seems to work OK for me, but I'm not really trying to get an exact path. I just want reasonable controls.