This story is from the category Libraries and Components
Date posted: 18/12/2006
(Press Release) Lyon, France - December 18th 2006 - PathEngine announces release 5.06.00 of the PathEngine pathfinding and agent movement SDK. This release adds support for 'tile by tile' construction of individual meshes for PathEngine's
existing 'mesh federation' mechanism (for pathfinding across sets of discrete but overlapping tile meshes). Meshes constructed in this way are completely independent, with only local meshes needing to be updated after world modifications, and with the possibility for pathfinding over partially generated federations where very fast feedback is desired.
PathEngine's mesh federation functionality is essentially a way of splitting a very large world into chunks, while at the same time guaranteeing seamless pathfinding across the boundaries between these chunks, and without constraints on the way geometry is placed with respect to the chunk boundaries. These chunks (or 'federated tile meshes') can then be streamed in as required, as a player moves through the world, or distributed across servers to manage very large numbers of pathfinding agents, in the case of massively multiplayer online games.
General documentation for PathEngine's mesh federations functionality can be found here (in the PathEngine online documentation):
An example project to demonstrate this feature in action is (publicly) available as part of the 'testbed only' version of the PathEngine SDK, with some information about this example project here:
Information about the new 'tile by tile' approach to federation construction can then be found on the following page:
A detailed list of all changes made in this release can be found in the SDK change log:
See the full Story via external site: www.pathengine.com
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