The section on feedback control reminded me of procedural animation where you don't calculate the velocities and positions directly; instead the animation is a consequence of constraints and a target.
I took your PD controller concept and added anticipation using two targets: the original mouse target, and an "anticipation" target set proportionally based on the distance from the point to the main target[1].
This also made me think of Jelly Car and the amazing simulations they did using rigid frames for soft bodies, called Shape Matching[2]. Instead of simulating the soft body physics directly, they used a frame, springs, and "gas" to constrain points, which moved towards targets fixed to the frame.
I took your PD controller concept and added anticipation using two targets: the original mouse target, and an "anticipation" target set proportionally based on the distance from the point to the main target[1].
This also made me think of Jelly Car and the amazing simulations they did using rigid frames for soft bodies, called Shape Matching[2]. Instead of simulating the soft body physics directly, they used a frame, springs, and "gas" to constrain points, which moved towards targets fixed to the frame.
[1]: https://editor.p5js.org/Thomascountz/sketches/YXWm_VV6s
[2]: https://www.gamedeveloper.com/programming/deep-dive-the-soft...