Need help with bezier curve style question

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SUMMARY

The discussion centers on implementing bezier curves to plot the trajectory of a ship in space, accounting for continuous acceleration. The user initially considers using a cubic bezier curve, which requires two control points, but is uncertain about their placement. They also contemplate a quadratic bezier curve, focusing on the intersection of the desired endpoint with the ship's heading. The need for a formula to accurately model this movement is emphasized, highlighting the complexities of dynamic positioning during rotation.

PREREQUISITES
  • Understanding of bezier curves, specifically cubic and quadratic bezier curves.
  • Familiarity with vector mathematics for calculating angles and trajectories.
  • Knowledge of programming concepts related to animation and motion simulation.
  • Experience with a programming language capable of graphical rendering, such as JavaScript or Python.
NEXT STEPS
  • Research cubic bezier curve control point placement techniques.
  • Explore vector mathematics for dynamic trajectory calculations.
  • Learn about motion interpolation methods in animation frameworks.
  • Investigate existing libraries for bezier curve implementations in JavaScript or Python.
USEFUL FOR

Game developers, simulation engineers, and programmers working on graphical representations of motion, particularly those interested in implementing bezier curves for trajectory plotting.

sparkzbarca
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this is actually for computer programming.

I'm trying to show a line which plots the course taken by a ship. It's in space so drag etc are not an issue but it can continue to accelerate.

I felt initally the answer was to take the end point and figure out the angle between the current heading and angle to point at the end point and divide that in half to find the mid point of a bezier curve. (in half because it would spend one half of the trip accelerating and one half decelerating to reach the correct heading)

the issue is though that because the ship is also moving forward as it rotates its position changes so it changes final angle.

I feel like a cubic bezier curve might be what I need with its 2 points and that PERHAPS one point is directly in front of its starting heading and the other is I'm not sure.

Alternatly maybe its just a simple squared bezier curve and the mid point is basically where assuming the point you want to end up at is somewhere in front of the ship. Its the point where the horizontal line made by the end point crosses the vertical line coming out from the front heading of the ship.

I'm really not sure though, I'm not even positive I'm going about it rightly with bezier curves.

If someone could give me some general guidance on a formula to solve this it'd be appreciated. :)
 
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