Lyon, France – January 17th 2006 – PathEngine, supplier of the advanced pathfinding and agent movement SDK, announces release 5.0 of the PathEngine SDK.
An iterative development process has seen a host of features added to the SDK over the course of more than 40 public releases since 4.0, with some key additions being:
* Support for a tokenised XML format
* Curved path generation
* Content channels for ground attributes, and named positions and obstacles
* Support for obstacles with cost to traverse, and surface type based traverse costs
* Support for off-mesh connections
* Addition of a powerful and robust content automation API
* Support for bounded queries, and for aborting queries through query callbacks
* Addition of automated query logging instrumentation
* Extensive optimisation of both performance and memory footprint, with orders of magnitude improvements in performance for complicated scenes
Release 5.0 adds extended mechanisms for managing sets of dynamic obstacles (and for optimising collision against very large obstacle sets), as well as interface improvements across the board and some significant further optimisation.
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, IMC Games and IronLore (see www.pathengine.com/clients.php for a fuller list).
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.
For more information, including documentation and demos, or to arrange an evaluation, see:
telephone: +33 4 72.87.03.36