Home > Flex, Math > Cubic Bezier Y at X

Cubic Bezier Y at X

June 4, 2008

The Cubic Bezier y-at-x method is now available in Singularity. I decided to do something a little bit different in the implementation, but only in the root finding. The problem is still treated the same way as it was when I solved it back in college, programming in Fortran πŸ™‚

The method is described in the online demo as well as the documentation. There are several areas in the implementation that are open to experimentation. In the future, I may include an implementation of Bezier clipping. The online demo page contains a link to download the latest Singularity update. Enjoy!

Categories: Flex, Math Tags: ,
  1. JT
    June 5, 2008 at 7:03 am

    Cool – I’m just starting to use this on a CS project.

  2. June 19, 2008 at 8:15 am

    Wow, thanks! I’m a designer interested in generative pieces like Natzke’s; http://jot.eriknatzke.com/, The math for drawing such elegant curves is far beyond me, but this should help.

  3. dumb
    July 18, 2008 at 9:45 pm

    Could this method be extended to detect collission with circle?
    your method works with zero radius case of circle.If its possible to wok with non zero radius case would you please explain it a little.

  4. July 19, 2008 at 6:48 am

    There are better ways to do collision detection with circles – here’s a start: http://www.gamedev.net/community/forums/topic.asp?topic_id=479317

    An online search will produce many more references.

    good luck!

    – jim

  5. dumb
    July 19, 2008 at 7:13 am

    i meant collission with circle and bezier curve

  6. July 19, 2008 at 8:00 am

    Ah, ok then … try this one on for size πŸ™‚



    – jim

  7. dumb
    July 20, 2008 at 12:34 am


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