WASDEQ to move. Mouse to look around. V to toggle VR Link for Turbowarp - Don't even attempt running it on Scratch: https://turbowarp.org/1192997583?fps=60 IT'S INFINITE AND RUNS IN REALTIME!!! How it works: Basically adds a bunch of sine waves together. Then I took the partial derivatives to construct a binormal and tangent vector. Took their cross products to get the normals and used the normals to add lighting basically. For the reflections (still buggy tho) I used a direction vector to sample the pixel colour from a cubemap. Gunna add fast Fourier transform to get this thing looking as realistic as possible - probably in another version. As of now its just a bunch of sine waves. I might add tri-fillers to lower the number of sine waves being computed. Going to add proper lighting models eventually. Hopefully, I can get this as realistic to a simulation you would get in Unity.
Image scanner from @griffpatch tutorials. Thanks to @GarboMuffin for creating Turbowarp ofc and also for the "is Turbowarp?" detection block. Link for Turbowarp - Don't even attempt running it on Scratch: https://turbowarp.org/1192997583/fullscreen?interpolate&offscreen&fps=60 This thing runs in Realtime and is infinitely generated. You cannot rotate vertically as of now as I am currently fixing some bugs. I hope to add more realistic lighting models and will probably add tri fillers to reduce the amount of points for which positions are being calculated.