The article discusses the math behind creating anime-style homing missiles in a game, using cubic Bezier curves and Perlin noise to achieve a dynamic and erratic path. The author explains the difference between iterative and closed-form motion and how they chose to use a closed-form approach for the homing missile path. The article also touches on the concept of rotation minimizing frames and how they can be used to create a more realistic and smooth motion. The result is a visually appealing and realistic simulation of homing missiles.