Images of Curves and Animation above
Reflection:
How did adjusting tangents change the way the cars moved?
Adjusting the tangents allowed me to be able to change the movements in the cars, so I could go from instant startup and flat speed to realistic startup, and actual acceleration, allowing the car to get faster overtime.
Which tangent type was most effective for a realistic speed change?
For realistic speed changes, the most realistic type of tangent are tangents that don't form straight lines, but ones with curves. This makes it so that when a curve is gone over, it will cause the car to either speed up or slow down, which allows the car to stray from the fixed type of motion it would make normally.
What challenges did you face when modifying the tangents?
No challenges were faced at all. However, when I was attempting to render the animation, it always came out blurry and unclear. It took me a while but I had to search it up, and eventually found a result.
How could this technique be used in game design for vehicle movement?
It can be used to accurately represent speeding up and slowing down, since unchanged tangents will result in flat speed, with the same acceleration.
If you were to refine this animation further, what would you improve?