>> Monday, December 21, 2009
"One of the projects I worked on in conjunction with Philips Research Labs UK in 1994, was the creation of an MPEG-video-based networked 3D car chasing game for CD-i. Two teams would compete against each other: the good cops and the bad villains. Each player would be part of one of the teams and through his car could see the whole city in 3D-generated MPEG video. MPEG seamless branching was going to be used to seamlessly arrange on the fly thousands of pre-produced road driving sequences (also played back at variable MPEG frame rates), in order to create the illusion of an interactive 3D of very high visual quality. Other cars were going to be shown as graphical sprites. The project did not get past the prototype stage because of its cost, but if it had been completed it would have been the most complex and ambitious CD-i game ever produced. Technically it was a combination of techniques applied in Kathy Smith Personal Trainer (seamless branching), Dead End (variable mpeg frame rates) and networked gaming (this was before the days of the Internet boom!). Too bad it did not happen. It was a lot of fun designing it though!"