arrow keys to rotate, WASD to move, Q and E to fly up and down, space to jump, turn on config to toggle gravity and access other settings (thanks for adding fencing scratch, I love how BYPASSING it is the hardest part of 3d rendering so far) For anyone else suffering from scratch fencing I recommend https://gabrielgambetta.com/computer-graphics-from-scratch/11-clipping.html tri collisions - https://scratch.mit.edu/projects/525032490/ Log: 4/9/23 - created project, recreated my 3d wireframe renderer with some tweaks 4/10/23 - tried experimenting with triangle based rendering, experimented with filling them (it didn't go well) 4/11/23 - Gave up on figuring out tri filling on my own and adapted a pre-existing 2d version to work in 3d 4/12.5/23 - Added XY clipping and shading, went TERRIBLY WRONG, this is now (was) a non Euclidean cube. 4/13/23 - remixed my own project on alt account, remixed that, resumed project. Adapted https://scratch.mit.edu/projects/739703222/ Z sorting algorithms to work with my more list dependent renderer (HUGE thanks to @codingbio for making that, never would've figured it out on my own), made an ordering list inverter script, and added rudimentary lighting. 4/14/23 - "borrowed" @chooper-beta 's 2d triangle clipper, modified for my 3d engine 4/16/23 - greatly improved my lighting system, implemented my wireframe hitbox system to work with triangle based rendering, slightly reworked my cuboid generator to work better with triangles, added toggleable hitboxes and perspective based triangular rotation (allowing for cuboid rotation). 4/17/23 - Fixed shading values jumping between triangles, allowing for reliable block specific coloring. 4/18/23 - Began a texture renderer with perspective scaling, allowing for images to be rendered. 4/19/23 - Finished texture renderer, allowed for center of rotation to be set for individual triangles or groups of triangles (hexahedrons) 4/27/23 - fixed an overly simple major rendering bug, engine might be done.