Original Post
I'm using a cubic Bezier curve for my AI routines within my racing game. Currently I estimate the nearest position of the player along a spline by calculating the closest position along the line segment of the spline's 2 knots, getting time t, and plugging it into the cubic Bezier curve equation. The problem is that speed isn't constant along the Bezier curve, so for curvy parts I've got the correct closest point on the line segment but not on the actual curve. I've read that Catmull-Rom splines have constant speed if you parameterise for arc length, however the whole reason I'm using Bezier curves is because I'm using 3ds Max splines to create levels (therefore the spline maps perfectly to the level), and since curved splines in 3ds Max are Bezier splines I export them in that format. If I have to somehow use Catmull-Rom, are there any algorithms for converting between these 2 splines? Any advice you guys can give me for constant speed?