I was advised on how the triangle rendering could be done better by @xXName77Xx and so I made it here. The triangle takes the AB side and creates parallels rays going towards the C point. These rays are clamped at the AC and BC sides. I haven't done any testing but I would expect that this is a pretty performant method. There are possible way to optimize this by picking which side should be the AB side so that the least amount of lines have to be drawn.
Under the hood: The rays are actually just lines that stretch out about 10,000 pixels. The math could support higher distances but the costume I use to allow sprites to go offscreen isn't big enough for any more than ~30,000 pixels offscreen. You can make the costume bigger if you want more than that for some reason. As I said, the rays are clamped at AC and BC sides. By clamped, I am actually doing a line intersection test that finds the point of intersection and puts the ends of the lines there. Line thickness and line color can both be set outside of the "Draw Triangle" function. You also only need to use that "Draw Triangle" function and nothing else