RUN THIS ON TURBOWARP wasd to move arrows to turn 1-7 to change graphics settings (7 is worst 1 is best but laggy) Ignore the entity Level variable that is unfinished but yea I'm working on entities now Now using my 3D ENGINE you can color certain parts of layers by making a new sprite, Naming it (color) (layer) (for example: Red 3) and then draw and rays that end up on that layer will check if they hit that color. this allows for full and dynamic textures that can be changed by simply using a next costume block to change how much the hue covers. NOTE: If multiple hues color the same area (overlap) certain hues will take priority in this order: Red, Blue, Green, Dim, and Base (Dim and Base hues are the normal hues , dim just being a dimmer version of the base). It's easy to add more colors and I will when I need to but for now I just added a few to test out.
My previous attempts failed due to me attempting to use lists (which require me to be smart) and making the ray check what color its touching at every single step, which is so inefficient and could only run on a NASA computer. I realize now that I only need to check once a ray has hit something, so only one check is needed, making no noticable hit on performance and FINALLY WORKING YAYYYYY Psstttt.... if it wasn't already obvious I'm working on a backrooms game! Also I'm slowly realizing that (visually) this is the same as awesome llamas engine, just way laggier and worse in general.... only thing good about it is that its easy to make your own custom maps for this engine, you don't need to use any external applications.