WASD to move and arrow keys to look around. EQ to fly. Move cursor to left of the screen to change sliders. Pointerlock variable is for Turbowarp experiment only, ALWAYS HAVE THIS AT ZERO ON SCRATCH!! Track resolution had to be lowered from 1024 by 1024 to 300 by 300 because of Scratch list limits...
Choco Island 1 (Super Nintendo Entertainment System) on my Dolphin Engine 5! Made for SDS. Track from Spriters-resource.com ripped by Orange Yoshi. Sound from @henrycgad This is my favorite track from Super Mario Kart, which was made in 1990. Note that the render method is not how the SNES would do it. This is the painters algorithm, which is too complicated for the SNES, and allows rotation around the player's x-axis. (Although I have lately seen versions of the SNES method that allow this rotation as well) The SNES uses a technique called Mode 7, which is used by scratchers like @GL00B and @Eliguy12 Transform point, add 3D triangle, set pen color to RGB, calculate distances, and set p to xyz blocks are by @CodingBio. 3D projection blocks are by @finnagin5. The triangle filler was created by @-Rex-Test- and @Geotale. I looked at @CodingBio's engine to find how to detect points behind camera. @ggenije for the binary insertion sort. FPS counter inspired by the one in https://scratch.mit.edu/projects/422631818 by . The rotation functions used are by . The textured triangle filler is by . for some math for billboard size. for the Z-clipping case blocks from 's tutorials. made the STTF filler. (not used) Thanks to for letting me know that UVs are clipped in the same way as X and Y I followed 's tutorial for sorting here Big thanks to . CodingBio's tutorials on 3D really helped me learn about 3D, as well as looking at the code in the last demo in part 5 of the series (This helped with putting some blocks in). Backface culling uses matrices as I found here: https://math.stackexchange.com/questions/1324179/how-to-tell-if-3-connected-points-are-connected-clockwise-or-counter-clockwise