As a learning project, I'm recreating the old Atari classic Asteroids in Godot. That has always been my "Hello World" app when I start playing with a new game engine... ;^)
Originally, I just created typical transparent PNG files with white outlines for the typical Asteroids assets (ship, rocks, enemy, ...).
But, I have the vector coordinates for all of those assets and noticed that Godot has a simple, Polygon2D node that I can use to consume the coordinates in place of a Sprite node.
A few quick changes and I nearly have what I want, using my original vector coordinates and Polygon2D nodes in place of my sprites. Except...
I don't see a way to simply draw the polygon outlines. They're always solid filled. Ideally, the Polygon2D would just have a boolean "filled" property and maybe a "strokeWidth" property, but that doesn't seem to be the case. With that in mind, I assume if I continue down the vector path, I'll need to draw my own polygons in-game?
If I need to draw my own polygons, a push to the appropriate classes / methods would be great.
And, FWIW, I'm really enjoying Godot.