I need to apply game physics in a way that's "backwards".
Even a clarification in terminology would be helpful.
Problem
Given a body's mass, maximum velocity, maximum force, and a set motion path (2d for now), I want to determine the forces needed to make the body follow the path while minimizing time.
To put it another way, an object's pathfinding is complete, now I want to apply inertia.
Ideas
both require sampling
Use a physics engine to control a dynamic body's motion, applying impulses to move along the path. Any time the body strays too far from the path, back up and begin slowing the body.
Use a physics engine to control a kinematic body attached via spring to a dynamic body. The kinematic body moves steadily along the path, until the dynamic body stretches the spring too far... again: back up and slow down.
Am I missing some common approach that I just haven't discovered? This is a little bit like inverse kinematics, but solving for different variables.