credit to @tsf70 and @cryptoem1ner for Azex triangle filler (i dont know your scratch usernames sorry), @TheGreenFlash for rotation matrix, and tsf for helping troubleshoot also credit to spong and also realworld for doing nothing it was very helpful i love you Binary Space Partitioning, BSP, is a sorting method involving a binary tree that splits a *2D* scene into subsections based on their relative positions against a section break. Practical 3D application allows the program to render the scene in such a way (utilizing the BSP tree recursively) that all polygons will be rendered in the proper order, regardless of angle or position. In other words, the reason that this looks like a completely normal scene is almost solely BSP sorting unfortunately due to (temper lmao) limitations there is no z-clipping for the triangles which is why they like to blink out of existence when you move past them (a corner is behind the camera)