Hello! I am finally getting back to 3D with GF6, the next installment in the GF series of engines. Want to help out? Comment down below the FPS you get as well as the type of computer you use. (Note that I change the project frequently, so it's likely your FPS will change.) For better performance, use TurboWarp: https://turbowarp.org/1136299776?hqpen&fps=60&offscreen @GamerAta - TreeTexture and FlameParticle costumes @Will_Wam @skyistumbling - Ninja 1 and Ninja Sword costumes @TheGreenFlash - everything else :D Controls: WASD - move Arrow Keys QE - turn R - throw cat This engine is nowhere near done, but it already has major improvements in efficiency and functionality over GF5 and my tutorial engine. I hope to release this in a few months on the 5th anniversary of The Ninja 3D, which used GF5, but no promises. Updates Feb 19 - released Feb 20 - optimized hitboxes (combine hitboxes when adjacent) and line depth segmentation (only segment if the line crosses the sprite in screen space) Feb 21 - optimized line depth segmentation Feb 24 - added hexagonal pen floor Mar 3 - further optimized line depth segmenting, using binary search to narrow down the subset of potential segmentation points Mar 4 - added the option to not segment lines, fixed line render depth offset bug, and added support for line colors Mar 5 - fixed another line bug, updated the default world scene, added lag reduction option Mar 15 - fixed more line bugs and optimized lines; added two more demo scenes for a total of three: (1) The Ninja, (2) Pirate Ninja in Hawaii, (3) Bridge over Literally Nothing Mar 16 - made the pen placer 2x bigger to fix rendering issues in the Pirate Ninja scene Mar 31 - added lantern, cannonball, and rock formation assets to ship scene Apr 1 - finally integrated pen lines into the clone mode, stamping graphics at a farther render depth than a line