Hi Gio, need some advice.

I make the object move along a curve (in my case, Bezier).

According to the curve formula

`//P = (1−t)3P1 + 3(1−t)2tP2 +3(1−t)t2P3 + t3P4`

I set coordinates for x and y and then set is a position of my object, Something like:

```
obj.onUpdate = function(){
t+=.005;
x = ...//according formula
y = ...//according formula
obj.setRotation(Math.atan(dy/dx));//according formula
obj.setPosition(x,y);
}
```

But I noticed that such a movement with linearly varying time has different speeds in different parts of the curve.

This is clearly visible if you attach several more objects and move them together like a train. The distance between segments changes on different sections of the curve.

I searched the Internet for solutions and it is logical of course that I found solutions for c++ and C# the essence of which is to divide the curve into points and then linear movement from point to point.

I see the solution as splitting the curve into a set of points and then using a bundle **wade.sceneObject().moveTo()** and **wade.sceneObject.onMoveComplete()** to move the object, but for some reason I don't like the solution (I didn't even do it)

I know that Gio is strong in mathematics and may have encountered similar things.

And of course it is worth noting that wade has no functions for working with curves. I think this is missing functionality