A ray-tracer implementation written in a loop and so can function as a graphics engine.
Written from scratch in Kotlin with guidence from https://blog.scottlogic.com/2020/03/10/raytracer-how-to.html
Utilises batch APARAPI OpenCL commands for GPU processing because Ray-tracing is SLOOOOW.
Code does not look pretty because it's designed to go as fast as possible.