The obvious method for generating the points of an oval—use a loop that 
generates sin(x) & cos(x) coördinate-pairs—has already been mentioned. What's 
*not* so obvious, is that the points generated by that method are not evenly 
spaced! Not unless you're working with a perfect circle, anyway. For non-circle 
ovals, the distance between any two consecutive points will rise with the 
distance between those points and the origin. So if you're using those points 
in a "move [whatever] to the points of"-type command, the thing you're moving 
will not move at a constant speed… well, not unless your 'oval' is a circle, in 
which case the distance to the origin will be constant, hence the resulting 
speed of motion will also be constant.

The closer your 'oval' is to a perfect circle, the less obvious the deviations 
from constant speed will be, of course. You'll have to decide for yourself 
whether those deviations are of great-enough magnitude to be worth worrying 
about.

If deviations from constant speed *are* worth worrying about? Depending on what 
you're actually doing, you may actually want to have the oval-path-constrained 
motion vary in speed, and the particular mode of variance you end up with may 
be exactly the mode of variance you get from using the obvious method. But in 
any other case, you may want to look into a different method for generating the 
set of oval-points you use.

   
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