DISCLAIMER: This is not a game, this is a project to showcase my "3D Isometric" Engine and the Perlin Noise Algorithm (for procedural terrain generation). Current Update: - Added lighting around player. - Zooming! May be used to simulate ranged weapons. - Y-position handling (player can go high and remain visible) - Fixed (water near?) variable Previous updates - Controls Update - Optimization Update (Layer excluding algorithm) - Water, sand, and rock update This may or may not solve lag. There may be even more lag. ----> https://forkphorus.github.io/app.html?id=405740272 ----> http://phosphorus.github.io/app.html?id=405740272&scratch.mit.edu @Java_Programmer for Perlin Noise tutorial. (I had no idea how to do basic pre-calc so yeah). @TheGreenFlash for binary search algorithm used for depth-sorting. @Howtomakeausername for suggesting me to do perlin noise