@toerror @runevision it might work but I had problems with this sort of approach when players were moving / turning quickly (it yanks the interpolation too hard and looks weird) hence why I simplified it to more of an attraction force. Might have another go
@sinbad @toerror I once came up with a movement approach that’s somewhere in between lerping and seeking. To make a point go towards a target spread over e.g. 10 frames you move it 1/10 of the remaining distance the first frame, 1/9 of the remaining distance the second frame, etc. This is fixed time (no swarm following) and does not have issues with sudden target movements.
@runevision @toerror this is what I’m doing currently. Works great for point to point motion, trickier to add a curve on top
@sinbad @toerror Ok hear me out, you might be able to combine traits of multiple movement approaches.
If we call your current approach (the one I also described) for trerp, regular linear interpolation for lerp, and a spline/curve approach like @toerror described for curvp, then you could calculate separate "current positions" according to each of those and combine them like this:
combined_pos = curvp_pos + (trerp_pos - lerp_pos)