Every smooth curve you've ever seen on a screen — Figma paths, fonts, even the curve tool in MS Paint — is this one idea. And it starts with a formula you learned in school.
start with the 2-minute lesson ↓It plays like the video — one caption at a time, the picture animating under it — and it pauses when it's your turn to drag something. Skip around with the dots or arrow keys. The full playground comes after.
The midpoint formula is a recipe for mixing two points. Rewrite it and the mix becomes obvious: half of A plus half of B. So… what happens if you don't mix 50/50?
Here's the trick the video builds to: lerp between the lerps. With three points, lerp A→B and B→C, then lerp between those moving points. The final point traces a curve. Add a fourth point, repeat again — that's the pen tool. Drag the big dots. Scrub t. Watch the named points.
Click to drop a corner point. Click and drag to drop a point and pull its handles out — exactly like Figma or Illustrator. Each segment between anchors is one cubic Bézier: your anchors are A and D, your handles are B and C.
cubic-bezier(.25,.1,.25,1) —
easing is a Bézier where x is time and y is progress. That "smooth start,
smooth stop" feel is the curve you just built.This is exactly how game cameras fly: designers drop four control points in the editor, the engine runs the same P(t) you derived above, and the camera rides it at 60fps. Orbit the scene like Blender, then press 🎥 ride to sit ON the curve.
Click any moment on the right — it takes you straight there (in place when this site is served over http, on YouTube when opened as a local file).