I've recently switched my game engine over from steering behaviours to impulse based movement with proper time based collision resolution. This has solved so many problems (no more tunnelling, yay) and made the simulation a great deal more stable. However, with the stability has come a new problem.
The three balls started their journey near the bottom of the image, their target was where the pink ball has stopped. On the way the red and green balls have become stuck at the choke-point in the wall.
Before, I could rely on floating point errors and the general instability of steering behaviours to make the green and red balls jostle each other until they managed to get through the choke point. Now with proper collision resolution, the forces acting upon the balls cancel each other out which results in the balls remaining perfectly still.
What methods are commonly used to resolve such situations? Perhaps some sort of priority queueing system would work, though I can see it becoming complex once I need to decide priority between more than 2 objects.
I don't really have any gamedev links for movement, it's really just highschool physics. However, Christer Ericson's book Real Time Collision Detection is pretty much the game dev bible for continuous collision detection.
– Fibbs May 11 '16 at 20:11