PathEngine
PathEngine is the name of a company as well as an advanced path finding software development kit, created under the leadership of Thomas Young. The company was founded after Young left Infogrames Sheffield, and the first commercial version of the software was offered in 2002.[1] The software uses a technique called points of visibility path finding, where the agent takes into account dynamic obstacles and agent shape when navigating between points. Over time the software has been optimized,[2] with rapid bugfixes,[1] and has been made to support platforms such as the Xbox 360.[3] This engine has been used in games such as Titan Quest.[1]
Describe
Pathengine supports personal computers running the Microsoft Windows, Linux and FreeBSD, as well as the game consoles (consoles) of Xbox 360 and PlayStation 3.[4]
Pathengine implements the search for the path and the movement of the agent in a three-dimensional medium with dynamic obstacles. There is a dynamic control overcoming obstacles and automation of content. Such a technology applied to some very large and detailed worlds includes special optimization for embossed surfaces (or other surfaces that combine detailed obstacles with a good overview and large open spaces).[4]
License terms
PathEngine is a commercial software product created solely for the purpose of being licensed by third parties.[5]
References
- ^ a b c Alistair Wallis (2007-06-08). "Tooling Around: Pathfinding With The PathEngine SDK". GamaSutra. Retrieved 2009-03-31.
- ^ Jason Dobson (2007-08-29). "PathEngine SDK 5.11 Released, Licenses Added". Retrieved 2009-03-31.
- ^ César A. Berardini (2005-11-15). "PathEngine Announces Full Support for Xbox 360". Team Xbox. Archived from the original on 2012-04-20.
- ^ a b "PathEngine - Intelligent agent movement". www.pathengine.com. Retrieved 2022-01-31.
- ^ "PathEngine - Intelligent agent movement". www.pathengine.com. Retrieved 2022-01-31.
External links