In my RTS (In Unity) each unit or building has strategic circles in a similar fashion to SupCom. If you have multiple units or buildings selected it looks like the picture to the left. I want to make it look like the picture to the right, where anything inside the outer edges of their circles is no longer shown.
I draw these using vectrosity, mentioning this just in case vectrosity provides a way of doing this, or can be modified to do this.
The circles are essentially just an array of points with lines drawn in between them. How would I go about "merging" the circles inside of their overlapping area?
This is similar to: How to make unit selection circles merge?, however I am not interested in a shader solution.
Edit: To re-explain the above.:
I'm not seeing how the answers are applicable. I've read through the other thread before posting, which is why I posted it here to avoid this exact thing (being marked as a duplicate). I have an array of points with straight lines in-between them to create a circle-like effect. This is not a true circle, but a really granular polygon. I am interested in solutions that are achievable in C# within Unity, not with shaders or with rendering mechanics.
Edit2: Another picture based on one of Roberts suggestions
This seems viable, though computationally expensive. If I have a circle made up of 250 points, and 50 circles all intertwined that's 615,500 checks in a worst-case scenario.