OK, so I got my ships moving along the bezier in time T, now I need to factor in acceleration, but I don't really know how to do it.
I'm using the DeCasteljau Algorithm, that's what my code looks like:
function linp(d, a, b, t) { d.x = a.x + (b.x - a.x) * t; d.y = a.y + (b.y - a.y) * t; } // a, b, c, d are the 4 controls points, dest will contain the x/y coordinates and t is the time value from 0.0 to 1.0 Ship.prototype.bezier = function(dest, a, b, c, d, delta) { var ab = {x:0, y: 0}, bc = {x:0, y: 0}, cd = {x:0, y: 0}; var abbc = {x:0, y: 0}, bccd = {x:0, y: 0}; linp(ab, a, b, t); linp(bc, b, c, t); linp(cd, c, d, t); linp(abbc, ab, bc, t); linp(bccd, bc, cd, t); linp(dest, abbc, bccd, t); };
So the question is, what is a simple way to factor in the acceleration from the starting speed to the end speed?
Update:
Here's a small video how the thing looks when it's not working. I hope this helps.