Today I went back to my old ray caster engine and re-created the code base and replaced the old floor code with the polygon code from battle world rpg, I then repaired a lot of the visual bugs and ported the code back over the battle world which fixed the swimming texture problem in the battle system.
The number at the top left is frame-rate, with the original flood-fill floor code the frame-rate was 50 fps at this exact same position, so there's a 5x improvement in speed.
In this engine it renders the floor based on what sectors are visible from the wall rendering code, these visible sectors are added into an array along with the player's sector and rendered before the next wall rendering, so there is 1 frame latency between the floor and wall sync, but at ~250 fps you will never notice it.
Unlike sprites, the flats (Floors and ceilings) can be rendered in any order.
I also removed the square root from the renderer, so that's only currently used for the input commands.
Finally, I took the system code from battle world RPG and applied it's timing functions to this, I added some mathematical stuff into it and then once again ported it back into battle world.
I may make this ray caster open source for the forums if enough people ask me for it.