Lyon, France, November 10th 2005, PathEngine, supplier of the advanced pathfinding and agent movement SDK, announces full support for deployment on the Xbox 360(TM) video game and entertainment system from Microsoft.
PathEngine was selected by Microsoft as an official Xbox 360 tools & middleware provider and will provide platform specific optimisations and support with the PathEngine SDK, enabling developers to take full advantage of the power of this platform.
"PathEngine's strong support for multi-threading is a fairly key issue on Xbox 360" says Tools and Middleware program manager Tracey Frankcom, "The level of content side automation was also a factor in choosing PathEngine. Given the increasing size and complexity of game worlds for next generation titles it's really important to have a pathfinding setup that works with all the content you can throw at it."
"We're really thrilled to be working with Xbox 360" says Thomas Young, PathEngine's president
and founder, "This hardware really rocks. Exciting times are ahead for computer game AI."
Founded in 2000, PathEngine is the result of over 10 years experience providing pathfinding and AI to the games industry. PathEngine's clients include NCsoft, Nexon, NtixSoft and IronLore (see also www.pathengine.com/clients.php).
The PathEngine SDK is built around an advanced implementation of points-of-visibility pathfinding on three-dimensional ground meshes. The approach enables PathEngine to provide both pathfinding and collision in tight integration against a single, sophisticated, agent movement model that takes agent shape into account and seamlessly supports overlapping geometry, with dynamic obstacles directly integrated into this movement model.
As well as pathfinding and agent collision PathEngine also provides ground and 'collision context' management, helper methods for robust movement along paths and path post-processing.
For more information, including documentation and demos, or to arrange an evaluation, see:
telephone: +33 4 72.87.03.36
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