Hey, it’s late for me so I can’t really think of any ideas on how to implement it, but I suggest trying to make it out of triangles. Maybe by finding the closest two points to each point and then making a triangle out of that? Just as a general idea.
To make triangles, you could use wedge parts, in theory.
If you want it to be one part, you should also use the BasePart:UnionAsync() function at the end.
I wanna render the polygon using wedges (using EgoMoose’s draw3dtriangle function), but I’m not the best at math so I don’t really know how I’d script a triangulation algorithm?
I’m pretty much looking for a function to render a polygon by giving it points, but looking through the DevForum most of the functions I found were weirdly coded or straight up not working with the polygons I give them.