It occurred to me at work today that rather than rendering Squishy's arms as a list of triangles, I could just render a single quad and use a shader to work out which pixels to make black, to produce a smooth curve rather than the slightly blocky current look.
So, around jujitsu tonight and drinking beer (it's a Friday), I've managed to research and write a shader that can draw a cubic bezier curve onto a render target.
I'm hoping that by finding some sweet spots with the positions of the second and third guide points scaled somehow based on the length of the arm, I can achieve a good effect that provides a smoothly curving arm instead.
We shall see. I like these "it would be cool but it doesn't really matter" ideas.
Having said that, I really need to stop pissing around with interesting graphics effects and get on with writing actual game structure but then I guess this is the benefit of being a hobbyist.
Just in case I ever lose it on my PC, this is the bezier interpolation function from my shader:
float bz(float p0,float p1,float p2,float p3,float t)
where p0 and p3 are the end points, p1 and p2 are the guide points and t is the distance along the curve between zero and one.