type vehicle = {position : vec;velocity : vec;max_speed : float;max_force : float;
}val wander : ?distance:float -> ?radius:float -> angle:float -> vehicle -> vecval avoid : ?ahead:float -> ?size:float -> (vec * float) list -> vehicle -> vecval follow : ?ahead:float -> width:float -> vec list -> vehicle -> vecval blend : (float * vec) list -> vec