Using Hermite Spline Interpolation For Movement

So i am trying to incorporate velocity directly in the interpolation process. So instead of LERPING from origin position to target position where the T value is basically the InverseLerp (percentage of the current time between start and stop timestamps).

I track linear velocity and interpolate the current velocity and use that in the interpolation to
MoveTowards the target position from the current transform position (not origin position)

FYI… I made a MoveTowards function like Unity and Godot have a Vector3.MoveTowards.

Now the trick is making sure to get accurate velocity tracking over the network. When other forces are controlling the client movement… IE… Character controller is actually moving the local client transform.

I am still working on smoothing out network movement