I am extremely happy to hear that Virex
I should be able to make it work out okay then. Will we have to deal with what is essentially scheduling of the carts? Say we have 1 cart going one way and it happens that it would collide with another cart further down the track, would that be taken care of similarly to Railroad Tycoon (the lower priority train temporarily stops to let the other train pass if they would occupy the same track) or will we be having both single-wide track and double-wide track? I think the switches should be automatic, so that it isn't as much a burden on the player. Though since this is essentially an economy and logistics game it would be kinda cool to have scheduling and semi-manual switches.
I can make the reasonable angles work with pathing so they don't violate physics and cause crashes. Someone else will have to deal with making sure that the carts stay at reasonable speeds and don't crash into each other needlessly. I may have to take into account current or predicted track usage when making the pathfinder decide which track to use... so much complexity
I like it! This is definitely going into my portfolio ^_^
EDIT!!!
Added two pages to the wiki, mostly to let everyone know what I am planning to do in a little more detail then the design doc. Also posted a question for clarification of what is expected of the pathfinding system on the design document so please fill that out when you are able if it is contrary to what I have put up on the Wiki. Or even if it is not contrary to it, so that there is both external and internal documentation of what is expected of the AI Pathfinding System.
I can probably add a few pages to the bottom of the document tomorrow once I have an absolutely concrete vision and outline of what I intend to do with the pathfinding system for both Robots and Minecarts, as they will be semi-separate with their initial natures but conducive with the overall plan.