- large maps seem to completely break the fixed point math (due to integer overflow most likely, hopefully we can get away with 16-bit floating point when we have to do multiplications)
- convert whole pipeline to fixed point
- span buffer
- wall interpolation
- drawing two pixels at a time?
- optimizing span buffering and vertex/3d math in assembly?
- needs subpixel accurate rasterization
- slow accurate texturing is easy
- fast, inaccurate texturing is easy
- fast and accurate texturing. how?
- ideas: for light levels, use pre-lit textures?
- add yaw/looking up and down (one extra multiply per vertex)
- add left-right scrolling to skybox (it's currently fixed in place)
- add sprite objects
- add an automap
- make gameplay speed framerate independent?