Mode 7 Engine

thank you so much. what you’ve made is a great foundation for making what’s been kinda hard to find on makecode for a while. I’m combining aspects of your approach with other raycasting standards across the forums - here’s a demo.


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what you’re looking at is a hybrid of raycasting and a highly optimized version of the heightmap terrain tech you made. neither of those alone is new, but combining them on makecode is something i haven’t seen done here before.

it can have hills, cliffs, stairs, bridges, columns, lava pits you can look down into. the camera follows the terrain, so walking up a hill lifts you along with it. textured walls, baked lighting that makes north/south faces look different from east/west faces so everything has this really clean dimensionality to it.

the lava thing is probably my favorite part. you can paint specific cells as holes in the ground, and a perspective-correct texture shows through them. so you can build a bridge over lava and look down and actually see it scrolling below you in perspective. that took a while to get right.

sprites scale with distance, animate, and get occluded by walls and terrain. place them anywhere in the world, and they just work.

overall, the floor and walls are really, really nice; it has that near-perfect blend of raycasting as @AqeeAqee did and some cool new heightmap terrain combined with tilemap-driven wall textures. it also adds floors without tanking performance, which is really nice. it performs well even with the walls, and the columns, AND the lava (with actual mode 7 style texture mapping) AND the different heights, ANDDD the billboard sprites, ANDDDDDD the HUD. bottom line, it’s an engine that brings more possibilities than we’ve seen thus far.

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