Actionscript:
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var canvas:BitmapData=new BitmapData(280,280,false,0x000000);
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addChild(new Bitmap(canvas, PixelSnapping.AUTO, true));
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var color:uint;
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// anchor x1, anchor y1,
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// control-handle x2, control-handle y2,
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// anchor x3, anchor y3, control-handle x4,
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// control-handle y4, [resolution incremental value between 0-1]
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function cubicBezier(x1:Number, y1:Number, x2:Number, y2:Number,
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x3:Number, y3:Number, x4:Number, y4:Number, resolution:Number=.03):void {
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var b:Number,pre1:Number,pre2:Number,pre3:Number,pre4:Number;
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for (var a = 0; a <1; a+=resolution) {
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b=1-a;
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pre1=(a*a*a);
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pre2=3*(a*a)*b;
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pre3=3*a*(b*b);
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pre4=(b*b*b);
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canvas.setPixel(pre1*x1 + pre2*x2 + pre3*x4 + pre4*x3 ,
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pre1*y1 + pre2*y2 + pre3*y4 + pre4*y3, color);
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}
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}
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// draw a few
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color = 0xFFFFFF;
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cubicBezier(100,100,
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150, 50,
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200, 100,
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150, 150);
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color = 0xFF0000;
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cubicBezier(10,10,
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150, 10,
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200, 200,
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250, 150,
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.01);
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/*
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WARNING: This code was written for fun. Use at your own risk.
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*/
This draws cubic bezier curves with setPixel. I'm pretty sure I picked up the original math from somewhere on the processing forums in '03 or '04...