@Derron's catmull rom spline

The problem there is you need to define the spline and the points, etc to make it work. then you need the math to make it work. Guess what I do?

Just draw a quick approximate path

` paths.Load("asset::paths.mx2vector2d")`

paths.ConvertToXY( 512 )

paths.SmoothXY( 6 )

the convert scales the result

the smooth add's the points (I need) and smooths as it goes

Even the smoothing code is simple:

add a new point at the center of a line

take three points and make the inside point the middle

any point on the curve is just _x[position], _y[position]

Well I thought it was a cool solution...