kuligs2 Well the video is demonstrating the technical side of things. It's up to an artist to tweak the system to deliver a plausible illusion. With proper setting of thickness, angle amplitudes and sideways slant - no overlap can ever happen. There are plenty of parameters to play with. In the actual game I'm rendering this mainly as black silhouettes, so even if there was some overlap, it wouldn't really be noticeable.
The interesting thing is that if the calculation is run on the cpu side instead of completely in shader, a series of spherical colliders can easily be placed along the length, turning it into something quite interactable.
I also managed to add an iterative IK system similar to FABRIK. It works surprisingly well. At first I though the circular arc chain constrained by tangentiality and curvature would have very limited reachability. Turns out it can easily reach any point in range. My little IK solver converges quite fast towards a stable solution. The algorithm itself is even somewhat simpler than FABRIK, while keeping the beautiful smoothness of circular arcs.