Make something travel along a curve at an even pace
Something sent along a curve by simply counting from start to end speeds up in the flat stretches and crawls through the tight bends, so a train or a bullet looks wrong. Here is how to ask for a position by distance travelled instead of by progress along the curve.
Why this works
Equal steps along a curve's own count are not equal distances, because the curve stretches and bunches. Measuring the real length once, like marking a string with knots, lets you ask for any distance and get the right spot.
When not to use it
Skip it when the path changes shape every moment, such as a rope that swings, because the table is out of date at once. Track how far along the path it is as a share instead of a distance.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 49 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make something travel along a curve at an even pace" (read_entry constant-speed-along-a-curved-path) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP