Texture mapping
British gaming magazine "The One" interviewed Erik Simon, "Ambermoon's" producer, for information regarding the English version's development in a pre-release interview. "Ambermoon" features first person 3D movement in dungeons, and Simon states that "we have had a bitmap-polygon routine at Thalion for over two years now ... we've not had the opportunity to implement this technique but now the chance has finally arisen. Our revolutionary realtime texture mapping system gives you the possibility to move around freely in three-dimensional dungeons and cities." Simon goes on to express that this feature is "normally impossible" to do on 16-bit machines, and states that "The development has gone from wireframe to solid polygons and now on to texture mapping. Texture mapping uses the same simple calculations that most polygon games use but instead of taking a simple one-colour polygon, we take a bitmap graphic and distort it spatially so that it fits on the polygon." Simon explains that "Many painting programs such as "DPaint" have been doing this sort of thing for years but the real problem lies with performing it in realtime with dozens of bitplane polygons. This is quite a task because you have to handle every single pixel of the object, instead of using a fast one-colour polygon routine. It's easier to do on the PC than the Amiga, due to the VGA cards [the byte-per-pixel mode], not to speak of the faster CPUs."