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)
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)