Lyon, France - October 22nd 2009 - PathEngine announces release 5.22.00 of the pathfinding and agent movement SDK. This is essentially an optimisation release, with some very significant performance improvements across a range of API functionality. We are also pleased to announce licensing to Mirare Creative Limited (Hong Kong), to Firefly Studios, and for another project at Rare, as well as changes to our SDK pricing and package setup.
Key optimisations in this release include:significant run-time query performance improvements - biggest speedup on the PC platform, based on targetted low level optimisation, but with speedups also on other platforms
- very significant speedups, in particular, in point and line collision testing, and findClosestUnobstructedPosition()very large speedups for all methods writing data to tokenised xml format (mesh file save, preprocess save, etc.) - (can make a big difference, in particular, to baseline content rebuild times in cases where snapshot save is used to flag local data
changes)significant reductions in memory load and amount of fragmentation for BSP 3D processing reductions in mesh loading memory footprint mesh loading and collision preprocess generation time and memory footprint reductions for meshes with extra partitioning
Other changes include:addition of support for direction calculation of pathfinding cost along on a line segment a lot of source code refactoring, rationalisation and standardisation of build setup across supported platforms other API changes and bug fixes
For a complete set of changes, refer to the SDK changelog:
-- Pricing and Package Changes --
Prices have been reduced for each of the SDK packages, and the PathEngine 3D content processing functionality is now included with all packages.
-- About PathEngine --
PathEngine was founded in 2000 to provide an extremely focused and modular solution to some fundamental issues in intelligent agent movement, based on hard industry experience.
The SDK is built around an advanced implementation of points-of-visibility pathfinding over three-dimensional ground meshes.
Our approach enables pathfinding and collision in tight integration against a single, sophisticated, agent movement model, with agent shape taken into account exactly, seamless support for overlapping geometry, and with fast and robust dynamic obstacles directly integrated into the core movement model.
PathEngine is integrated with a host of triple-A titles, including
'Banjo-Kazooie: Nuts & Bolts' (Rare, Microsoft Corporation), 'Stormrise'
(The Creative Assembly), 'Pirates of the Burning Sea' (Flying Lab Games), 'Mobile Suit Gundam: Operation Troy' (Dimps Corporation), 'Titan Quest' (Ironlore Entertainment), 'Florensia' (NetTimeSoft Corporation), and many more.
For a more complete list of SDK clients and announced projects please see:
For further information, including documentation and demos, or to arrange an evaluation, please visit:
telephone: +33 4 72.07.81.54