well depends....you can try using the circular motion examples that uses sin/cos functions or the lerp function but then again depends what you want to exactly achieve. wold the ball rotate on both 360 degrees or just above? cause for above i have a capx that can help you, for bellow also the same but youl need to add some conditions to trigger the movement of the mid ball. and then you wont be able to use solids or anything else anymore. but you can add your own event system collision box so its ok either way. but with bullet you should be able to do it, using gravity, it only will need gravity adjustment based on the distance between A and B
here is a circular movement AtoBcapx using the sin/cos
Thanks, dude. This capx is a pretty good way to do it.
The objective I want to achieve is like one person kicking the ball to the other, without letting it fall. For it not to be boring, I will random part of the speed, simulating a stronger kick. But I gotta find a way (if using bullet) to make a formula that would adjust gravity vs speed so it can always aim and hit the target.