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PathEngine

Version 5.18.00 launched; licensing deal shaken upon with Cats Who Play.

Lyon, France - November 7th 2008 - PathEngine announces release 5.18.00 of their pathfinding and agent movement SDK. This release adds a 2D overlap analysis phase to our automated 3D content process, very significantly reducing processing times and peak memory load for many situations. We're also pleased to announce licensing to Cats Who Play, for 'Fairy Tales: Three Heros' and to Elbit Systems.

Our 2D overlap analysis detects any source geometry elements which do not overlap other elements vertically. These elements are then processed with specialised code that bypasses BSP (binary space partition) generation. Where geometry is overlapped vertically, the overlap analysis also detects where clumps of geometry can be processed separately with independant local BSP analysis.

This is a very significant optimisation, in particular, for outdoor scenes with any significant level of terrain detail.

Other 3D content processing changes are:

Standardisation of static and dynamic linkage, with the iContentProcessing3D interface now available in both cases Availability of the iPathEngine root interface during dll linkage (making it possible to build directly to an iMesh, and perform queries on this, without going through a data buffer or persistent store) API support for loading 3D content snapshots Addition of a face attribute for marking 3D source content as excluded from the ground result An option for automatic exclusion of downward faces, based on vertex winding order

Also in this release include:

Support for obstacle set preprocess save and load

Details about the full set of changes in this release can be found in our SDK changelog, on this page:

http://www.pathengine.com/changelog.htm

About PathEngine

PathEngine was founded in 2000 to provide an extremely focused solution to some fundamental issues in intelligent agent movement, based on hard industry experience.

Our SDK is built around an advanced implementation of points-of-visibility pathfinding on three-dimensional ground meshes. The approach taken enables us to provide both pathfinding and collision in tight integration against a single, sophisticated, agent movement model, with agent shape taken into account, with seamless support for overlapping geometry, and with dynamic obstacles directly integrated into the core movement model.

PathEngine is integrated with a host of triple-A titles, including 'Mobile Suit Gundam: Operation Troy' (Dimps Corporation), 'Pirates of the Burning Sea' (Flying Lab Games), 'Titan Quest' (Ironlore Entertainment), 'Florensia' (NetTimeSoft Corporation), 'Granado Espada'

(released in the west as 'Sword of the New World'), and titles in development by Lionhead, Rare and The Creative Assembly.

For more SDK clients please see:

http://www.pathengine.com/clients.php

For further information, including documentation and demos, or to arrange an evaluation, please visit:

www.pathengine.com

telephone: +33 4 72.07.81.54

email: generalcontact@pathengine.com

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