# Moving objects along curve very slowly with instanced curve modifier (InstancedFlow)

**URL:** <https://discourse.threejs.org/t/moving-objects-along-curve-very-slowly-with-instanced-curve-modifier-instancedflow/31233>\
**Category:** Questions\
**Tags:** curve, modifier\
**Created:** [October 28, 2021, 9:55am UTC](https://discourse.threejs.org/t/moving-objects-along-curve-very-slowly-with-instanced-curve-modifier-instancedflow/31233 "2021-10-28T09:55:30Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![hofk](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/hofk/32/44944_2.png) [@hofk](https://discourse.threejs.org/u/hofk)\
**Post date:** [October 29, 2021, 8:33am UTC](https://discourse.threejs.org/t/moving-objects-along-curve-very-slowly-with-instanced-curve-modifier-instancedflow/31233/7 "2021-10-29T08:33:41Z")

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> [@Nostix](#):
>
> the speed of the fish is the same on every device

Always the same speed is certainly a problem, on older devices some things don’t run at all because the moving models are too complex.

But maybe it can be achieved by limiting it to devices that display it in a range of 40 to 60 fps?

> [@Nostix](#):
>
> This is not obtainable when working with a quaternion, as far as i know, because you only rotate the entire object.

If by “bend” you mean that the object does not always stay in the same direction to the x,z plane (in sideways direction) , then that is easily possible with quaternions.

With the method I added  
THREE.Quaternion.prototype.setFromBasis = function( e1, e2, e3 ) { …

see [Car Racing - For lovers of fast cars!](https://discourse.threejs.org/t/car-racing-for-lovers-of-fast-cars/27160)  
you can set the orientation or bend as you like.

For the cars, I made it so that the road is always horizontal with respect to the sides of the road. For a real car race you could tilt the road accordingly in the curves.

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