Using a binary search to find the distance to the nearest wall can greatly improve performance in ray casting projects! This is a stripped-down version of my first binary search ray caster. https://scratch.mit.edu/projects/1227581327/ I would love to see this in your projects! Let me know if you decide to use it. I would be interested to see what you can do with it :D This version does not have the <touching ()?> block glitch (yay!) Fun facts: • Only 39 blocks! • Zero variables! (and one list for returning the distance values) Ideas for improvement: •The <touching ()?> block takes longer with bigger costumes (I think). The search could start with the smallest costume and work its way up, instead of the other way around. •The <touching ()?> block takes ~80% of the time in the loop. This means that it is worth sacrificing simplicity of code if it means using as little of the <touching ()?> block as possible. •Using the values from adjacent (in spatial or time dimensions) rays could be used to predict distances, reducing the number of <touching ()?> blocks required. •Using a circle or sector of a circle to "purge" an area could help with prediction. All code by me. Please use with credit :D