Add license and readme
Simpler arm length formula

Make arm length ratio dependent on angle (matching circular arc bezier
approximation formula) rather than chord length.
Render to cubic beziers

Use integration to accurately compute control points for a cubic bezier

The subdivision scheme is simplistic, but this is definitely a
significant improvement from brute force rendering.
Use sophisticated numerical integration

Use Gauss-Legendre quadrature to characterize the curve, in favor of
crude Euler integration.

Rendering is still done by brute force.
Analytical computation of thetas

Use closed form analytical formula to compute thetas, rather than crude
numerical integration.
Better calibration

Smoother mapping between curve handles and parameters.
Better solving

The chord is computed based on bezier arclength rather than part of the
solving cycle. That makes solving more robust.

Calibration is still not completely smooth, but feels like it's getting
Attempt secant solving

Doesn't work, the function is too nonlinear :/
Better calibration

The bias value calculation feels better. It might not be perfect, but
is probably good enough.
Draggable control handles

For the first time, actually able to use bezier-like UX.
Crude solver

Not robust at all, and the slider-based UX is bad (should be able to
drag points around), but a first cut it kinda works.
Rough calibration

This the first cut of forward mapping of raw params to corresponding
bezier params. It may not be perfect but is probably close enough.
Infer bezier from curve

The length of the control arms are not calibrated, but it lets you
compare the two curve families side by side.
Integrate curve

This actually starts rendering the curve family, using raw parameters.
The next step is to map bezier handles to those parameters.
Update high-tension basis function

This one is simpler mathematically and closer to actual bezier behavior.
Start experimental platform for bezoid curves