Latest PathEngine SDK adds scalable data generation

Posted Dec 19, 2006 at 8:39AM by Karl B. Listed in: News Tags: PathEngine, SDK
Ó


PathEngine


PathEngine has just announced that their PathEngine pathfinding and agent movement SDK - the muscle behind titles such as Granado Espada and Titan Quest - has just been updated to release 5.06.00. This release adds support for tile by tile construction of individual meshes for PathEngine's existing mesh federation mechanism, used for pathfinding across sets of discrete but overlapping tile meshes.

The mesh federation functionality is essentially a way of splitting a very large world into smaller chunks. At the same time, it guarantees seamless pathfinding across the boundaries between these chunks and doesn't put any constraints on the way geometry is placed with respect to the chunk boundaries. These chunks can then be distributed across servers to manage very large numbers of pathfinding agents, such as in the case of massively multiplayer online games.

The SDK includes extensive integration with the 3DS Max and Maya content platforms, making it very accessible to videogame developers.

 
 
 

Comments

No Comments, be the first to Comment

Add New Comment




You must be logged in to post comments




Add QJ.NET
Add to My Yahoo!
Google Reader Subscribe with Bloglines
Add  to your Kinja digest Subscribe in NewsGator Online
Subscribe with Pluck RSS reader Add 'www.qj.net' to Newsburst from CNET News.com
Subscribe with SearchFox RSS del.icio.us www.qj.net
Add to Technorati Favorite! Add to My AOL
furl! it Stumble for Treehugger!