WASDQE, Arrows Try using Turbowarp (although, this can run in Scratch): https://turbowarp.org/1203675921?stuck&hqpen&fps=60 I've been developing a new 3D BSP format. It uses a hybrid approach which generates a node-storing binary space partitioning in order to also produce a leaf-storing tree. This tends to reduce splits by a lot, and is the apparent technique which was used by Carmack for Quake. There is also some basic balancing which can really help improve tree queries. I noticed some attempts on Scratch to make some sort of hybrid BSP, but as far as I'm aware, this is the only existing true hybrid solid-leaf engine implementation on Scratch. I made this lightweight 3D engine to run one of the files I generated from "blockout". It utilizes just frustum and backface culling as basic optimizations. Speed-wise, it doesn't seem too bad! The model itself has 2550 faces, and 1997 vertices. The BSP file, as you might be able to see, has a length of roughly 40k. I believe this GammaC format has quite the improvement from Gamma, which would easily take up several times this figure over the span of several scratch lists.