So I have a function $\mathbf{x}(t): \mathbb{R} \rightarrow \mathbb{R}^2$, which is supposed to mean the path of the vehicle (time mapped to position). The initial conditions $\mathbf{x}(0)$ and $\dot{\mathbf{x}}(0)$ (the derivative, the velocity) are known. The acceleration is limited by vehicle's traction so it cannot exceed a certain value $a$ so $\left|\ddot{\mathbf{x}}(\cdot)\right| \le a$. The vehicle is capable to omnidirectional movement, so it can accelerate in any direction without having to turn first. The goal is getting to the given point $P$ as fast as possible and stop there, so $\mathbf{x}(t) = P$ and $\dot{\mathbf{x}}(t) = \mathbf{0}$, with minimal $t$.
How to control the vehicle to achieve this goal?
What I found on the internet so far deals with the one dimensional case with a simple bang-bang control.
The current solution first attempts to eliminate the tangential velocity component, turning the problem into an one dimensional one then using the solution of that. But I don't think that's optimal, I guess there is a better way to do this.
I faced this problem while designing an RTS game so I'm pretty new to optimal control and looking for pointers on how to solve this problem.
A simple bang-bang controller is indeed optimal for minimum-time problems, and it's a well known result of Pontryagin's Minimum Principle. If you want the derivations, that's the place to start.
I guess the caveats you might run into is that you're in 2-D and perhaps have obstacles that you need to avoid (or maybe even a maze). This will still result in bang-bang, you'll just get a path that avoids obstacles with bang-bang.