[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]
Lyon, France - November 20th 2012 - PathEngine announces the
availability of release 5.31.00 of their pathfinding SDK, including
features for unobstructed space optimisation (by boundary
simplification) and incremental boundary update. Since our last
public release we are also pleased to announce SDK licensing to
Maius Games (for 'Monarch Online'), UTPlus Interactive, Firefly
Studios (for 'Stronghold Crusader 2'), YD Online (for 'Pae Online')
and Nexon (for 'Maple Story 2').
PathEngine unobstructed space is the area inside a ground mesh
where agents can be placed without overlapping either the mesh
edges or placed obstacles (generated by a 'minkowski sum' expansion
of obstruction boundaries by the agent's pathfinding shape).
By default PathEngine will perform an exact expansion, with the
unobstructed space boundaries then representing the exact set of
non-overlapping positions for the agent (see
www.pathengine.com/Contents/Overview/FundamentalConcepts/ThePathEngineMovementModel/page.php,
in our online docs). Where a lot of detail objects have been placed
this can result in detail corners being present in the expanded
unobstructed space boundaries, which then increases the complexity
of run-time operations such as collision and pathfinding.
The unobstructed space optimisation feature performs an
automated simplification step on these expanded boundaries,
removing detail corners where this can be done without a specified
distance threshold value being exceeded.
(More information about this optimisation can be found at
www.pathengine.com/Contents/ProgrammersGuide/ApplyingtheSDK/UnobstructedSpaceOptimisation/page.php)
Note that this is separate from and complimentary to the
'pathfind space' optimisations in the previous SDK release (which
actually split some unobstructed space boundaries out of a simpler
pathfind space representation), and both optimisations can
potentially be used together for even more significant
speed-ups.
Release 5.31 also adds support for incremental updates to
unobstructed space representations after certain run-time changes,
with it now possible in particular to track connectivity through
unobstructed space and to perform 'connected region queries'
against changing door obstacle states, with very fast update
times.
Also in this release, the SDK has now been ported to Android,
there are improvements in the find closest point functionality and
some new example projects added (including a new group movement
example).
For full details about the complete set of changes for this
release please refer to the SDK changelog:
http://www.pathengine.com/changelog.htm
-- 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, and with a
rigorous and robust underlying architecture.
The PathEngine SDK is built around an advanced pathfinding
implementation over three-dimensional ground meshes. Our approach
enables pathfinding and collision in tight integration against a
single, sophisticated, agent movement model, with seamless support
for overlapping geometry, and with fast and robust dynamic
obstacles directly integrated into the core movement model.
The SDK is integrated with a host of triple-A titles, including
'The Witcher 2' (CD Projekt Red), 'Just Cause 2' (Avalanche
Studios), 'Metro 2033' (4A Games), 'Banjo-Kazooie: Nuts &
Bolts' (Rare, Microsoft Corporation), 'Stormrise' (The Creative
Assembly), 'Mabinogi' (Nexon), 'Ragnarok Online 2' (Gravity), and
many more.
(For a more complete list of SDK clients and announced projects
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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