Motion Models
All motion models below are simplifications of a real system. The Unity car is more complex than all of them, but the Unity drone is quite similar to the Dynamic Point model. You decide if and how you use them in the algorithms you create.
Kinematic Point model
The kinematic point model has a velocity bound, but is free to instantly change velocity within that bound. It is a reasonable model for movements on time scales such that accelerations and rotations can be assumed to happen instantly. Such as agents moving (sufficiently) large distances over long times.
˙x=ux˙y=uy
with ||(ux,uy)||≤vmax
Dynamic Point model
The dynamic point model has bounds on both velocity and acceleration, and provides a reasonable model for quadcopters, hovercraft and spaceships.
¨x=ux¨y=uy
with ||(ux,uy)||≤amax and ||(˙x,˙y)||≤vmax
Differential Drive model
The differential drive model has an orientation θ, and can not move sideways without turning first. It has bounds on velocity as well as angular velocity. It is a reasonable model for tracked vehicles, such as tanks, as well as wheelchairs and many wheeled robots.
˙x=vcosϕ˙y=vsinϕ˙θ=ω
with ||v||≤vmax, ||ω||≤ωmax
Kinematic Car model
The kinematic car has orientation θ as well as a front wheel steering angle
ϕ. It is a reasonable model for cars traveling without skidding.
˙x=vcosθ˙y=vsinθ˙θ=vLtanϕ
with ||v||≤vmax, ||ϕ||≤ϕmax.