texture mapping is what we all see today where you have an image that is stretched and distorted onto the walls or the surfaces that you're working with. In Wolfenstein I wound up going to a very small amount of assembly code so in some ways they should be a slower way of doing it, but by making it a smaller amount of work that I could more tightly optimize it worked out.Wolfenstein 3D was just absolutely rock solid, you know nothing glitched in there the game just was pretty much flawless through all of that and I was super proud of that.

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