I'm an absolute beginner with game development and all I know about collision avoidance/resolution, I learnt it on or through this site in the past week... so don't hesitate to correct me if what I'm asking here is based on wrong assumptions / misunderstanding. I tried of my best to be clear, but that said, the subject is still novel to me.
In my game, I have vehicles that move autonomously. They are placed in a 3D space, and their motion is governed by a number of variables which are different for each vehicles. The one of interest here are primarily:
- Only forward motion.
- A speed that can vary between min & max, but whose min is not (even close to) zero.
- A steering radius that is dependent from the speed (the higher speed, the larger radius)
- Two maximum accelerations (for decreasing and increasing speed)
My goal is to implement some sort of AI that will a 100% accurate collision avoidance (i.e. I will be sure that the vehicles will never ever collide).
- Although I would prefer more the idea of having the AI "onboard" (i.e. each vehicle having it's own "collision avoidance AI", eventually querying and/or sending messages to other vehicles) it is also possible for me to implement the CA AI at a central level (dispatching commands to the vehicles).
- In most of the cases, the vehicle will simply have to steer clear of each other in any direction, but under certain circumstances, they will have to avoid collision and going towards the same target
What I found so far and where I got stuck
Within the many many links I found in other questions on this very site, I found of particular use these ones:
While these three links "opened my eyes" in many ways, it is not immediately clear to me how to use that information in my case. In particular article #2 only "tries" to prevent collision (but collisions do happens time to time). While article #3 needs to stop vehicles sometimes to prevent collisions.
What I also noticed, is that the collision avoidance algorithms linked above use a "instant projection" of linear speed to check if something is on the way of the vehicle. I was wondering if this is enough in my case or if I had to project my position in a more realistic way (e.g.: If I am 60° into a steering 90° to the right, I should calculate my position for the rest of the 30° of the curve, and then assuming linear motion).
Finally, I am particularly afraid of deadlocks. In other words: although the density of vehicles in the world will be fairly low, I am worried that given a certain numbers of vehicles converging towards the same point, once they will realise they are on a collision course, any evasive manoeuvres will be impossible as it would bring the vehicle on a collision path with some other ones.
How can I reach my "goal"? An in depth-explanation is of course very much appreciated, but links to external resources would also be of great help (I'm sure I'm not the first with this problem, but probably I used the wrong keywords to search the web?)
Thank you in advance for your help!