Ok, I have started a new topic, because this code is getting beyond AI, and creeping into other various elements.
I have no intentions of "This" being the game, or how it is played... "This", is still just a sand-box toy, for testing elements.
I am still trying to get a 3D ship model, and track. (I didn't realize that the track editor didn't export maps yet.) Even as a flat game... this was fun. I was playing more than doing actual code. (Though, I got a lot of that done also.)
Steering is a funny setup, because of the models being -180 to 180 for orientation. I had to add +180, perform a mod, then split it back to the -180 to 180, to mod it again, for "Steer return".
The "Steer return" is about half of the turn value. This aligns you forward, in the direction you hit, so you don't keep spinning around. It still needs some work, but it is playable.
I am thinking about doing the decay, after translation of the KEY MOD, which will show on the next frame-pass. (For now... you add 0.7, than instantly remove 0.3 before translation. Not good. LOL.)
Now I only need to have an indicator setup, to show the direction you "Should" be going... to let you know that you just missed a marker. Which I have also extended to a 20m width, or 10m radius. I am not good at race games. Took me years to master NFS3.
The AI is completely autonomous, with some more generic "Push" code. Gives you something to chase.
No forces yet, only the cheated forces in the controls. No weapons, no walls, no drop-in items, and no sky...
I did notice a cool effect that we may be able to use for sky/water and even has low-overhead... I am just not sure how it will look on other graphics cards. The "Grass" I have as a ground image, when I was moving 0.1 mph, the slow-scroll had a cool GL transform effect. I will attempt to make a skybox with it soon. Not hard to attach the box to the player, now that it is a pivot/player.