Angel Quest: PlayStation screenshots
Angel Quest was running on PlayStation on which I programmed the engine and the game in C and assembler.
All the characters were in 3D and animated through motion capture: I developped a compression tool that reduced the data stream (curve) that was moving each node of the skeleton.
The word was really huge: I had to stream all blocks silently from the CD-ROM drive as the heroes was moving: it was a big challenge due to bandwidth limitation.
A we can see in those early screen shosts the engine was running at 3O frame per sent on NTSC monitors: a big speed optimisation process had to take place!