How should I keep track of a segment's movement in a high frame-rate snake game?
<p>The more traditional game of snake has each segment taking the place of the segment in front of its previous position. The problem is that I am programming a "smooth" snake game in that the head is moving in minute amounts each frame.</p>

<p>Previously, I had <code>turningPoint</code>s that were created when the head moved. When each of the previous segments hit the point, they turned in the direction stored in the <code>turningPoint</code>. The problem with this is that I had to constantly bound for each segment for each <code>turningPoint</code>, there was accumulated error since the movement wasn't completely smooth (always a chance that the segment completely missed the point and did not turn), and that the segments were not "connected" but rather a lot of objects that happened to be moving next to each other.</p>

<p>My question is: How I would go about programming a smooth snake that turns properly effectively?</p>
