I have an issue. I need to interpolate from point x to y to z at a constant speed.
When just adding Time.d( ) to the step, it essentially finishes the traversal in 1 second; this is nice, but then if x to y is a length of .5 and y to z is a length of 100, there's a quite significant speed difference.
But by dividing Time.d( ) by the length between the points being traversed, I get a uniform speed as I desired. Yaaaay.
But now I'm trying to work with the Hermite Spline (Lerp4). The distance between x and y is not the same as the path it traverses due to the arcing and such. Dividing by the distance results in *very* noticeable jumps in speed when switching from x->y to y->z.
I looked around online to see if there was some kind of solution I could understand(
There's not.) I was wondering if any of you that are better than me with the black magic that is Calc/Trig knew of a solution that could help me out.
Note that I *could* do a preliminary run through the Lerp4 using a set step (such as .1 or so) and add together the lengths of all the resulting vectors to get something of an approximation. But this seems computationally ridiculous to me, and would only use this method as a last resort.