PathEngine
Routefinding tool hits version 5.17 and signs new licensees.
Lyon, France – September 3rd 2008 – PathEngine announces release 5.17.00 of their pathfinding and agent movement SDK, with the main focus being some very significant optimisations to the SDK preprocess save and load mechanisms. We're also very pleased to announce licensing (since our previous release announcement) to Lionhead (UK), Skyfallen Entertainment (Russia), Colourblind Entertainment (UAE), SK imedia, Goorm Interactive, Ntreev Soft, PlayBuster, and Pseudoware (Korea).
The preprocess save and load improvements include:
Very significant reductions in preprocess file sizes Very significant reductions in load and save times (in particular for pathfind preprocess on meshes with lots of detail obstacles, and high visibility) Speedups in traditional XML loading code paths (although our alternative tokenised/binary equivalent format is still recommended for performance critical applications)Other features of this release include:
An alternative setup for connected region preprocess, with potentially significant reductions in total preprocess footprint An option for automatic removal of small disconnected regions in pathfinding unobstructed space, e.g. small spaces behind scattered arrangements of detail obstaclesAlso bug fixes, some internal source code refactoring, and reductions in the total executable code footprint for the SDK.
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 AAA titles, including 'Granado Espada' (released in the west as 'Sword of the New World'), 'Mobile Suit
Gundam: Operation Troy' (Dimps Corporation), 'Titan Quest' (Ironlore Entertainment), 'Florensia' (NetTimeSoft Corporation), 'Pirates of the Burning Sea' (Flying Lab Games), and titles in development by Lionhead, Rare and The Creative Assembly.
For a more complete list of SDK clients please see:
http://www.pathengine.com/clients.php
For further information, including documentation and demos, or to arrange an evaluation, please visit our website:
www.pathengine.com
telephone: +33 4 72.07.81.54
email: generalcontact@pathengine.com