Lyon, France - March 30th 2006 - PathEngine, supplier of an advanced pathfinding and agent movement SDK, announces the availability of release 5.02 of the SDK. This release adds direct support for two-stage content processes based on 'content chunks' created in one content application and then later placed in the world by a separate tool. PathEngine is also pleased to announce a number of important new clients including Dimps, Sonokong, and Webzen.
Setting up an efficient and robust content process is a key issue for developers, particularly when working with very large worlds. The 'content chunks' feature adds to powerful existing content processing functionality to increase flexibility and to enable this functionality to be adapted more easily to a wider range of content tools.
Importantly, content chunks can be 'pre-validated', enabling content creators to sign off early on object markup with direct feedback provided about any validation issues. Support for content chunk export has been added to the 3DS Max exporter, and an example project has been added to demonstrate the feature.
Other recent licensees include:
- Joyon Entertainment
* Master Creating
A more complete clients list can be found at
Founded in 2000, PathEngine is the result of over 10 years experience providing pathfinding and AI to the games industry.
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, please visit:
telephone: +33 4 72.87.03.36