USE TURBOWARP ITS FASTER: https://turbowarp.org/1381801993/ also the Optimizations are specifically good on turbowarp so if you aren't gonna play on turbowarp u might as well play the old version scroll down to see my dev notes and instructions INSTRUCTIONS: W-S to move forward and back A-D to strafe left and right Arrow keys to turn left, right, up, and down Space to jump X to reset vertical view angle (not very important but included for testing) 1-7 to change graphics settings (1 being good and 7 being bad but better fps) 0 and 9 are experimental graphics settings that are the best but are VERY laggy and reserved for high-end devices, although they no longer result in crashes due to a bug fix :D so ig you can TRY them, but the experience will just suck on low end devices X-X. 9 is the best graphics setting I added on this btw. I could add more but at that rate only people with like 32 gigs of ram are gonna enjoy it so there isn't a point (plus I don't even have that much ram :( lol) DEV NOTES: I stopped procrastinating and changed the system so it no longer relied on list, which in some cases compiled up to 189003 high precision float values in lists, and took a ton of ram. (lists eat ram like I eat pizza) so now it just directly sends information of each ray as said information is calculated, so once a ray hits something, it immediately sends the x y z color and brightness info to a drawer that will draw the pixel representing that ray. A plus of this is that it fixed a bug I encountered on lower end devices, and also allows you to see your frame in the process of being rendered if its taking a long time to draw.
Now ~70% faster in tests I ran on turbowarp, cannot wait to get home and test it on my home computer that is actually good :D UPDATE: Went home and tested and got up to 300% faster turbowarp speeds. wow this is usable now. I have |some| ideas for future Optimizations, mainly lowering the amount of if statements and custom blocks, however for now I'm happy with this . All code done by me