endl3ss.bsky.social
@endl3ss.bsky.social
Reposted
Explaining the squimsh process a bit.

Every step here is very WIP, but the rough idea is...

Step 1: create a "high res" render polygon for each sprite. I do this by raycasting in steps around a circle until I find a non-blank pixel, then drop a vertex there. (This will be optimized later)
January 28, 2025 at 6:41 AM