PathEngine has announced a new release of its pathfinding and agent movement SDK, updating the 3D content process and optimizing memory for both mesh loading and collision pre-process generation and some important optimizations.
Additionally, the company says the new version adds performance improvements for pathfinding against dynamic obstacles and fixes for tiled 3D processing application, specifically terrain source data.
Also new in the latest release are improvements in the handling of small steep result fragments, now applying the step height parameter to such fragments in addition to exactly vertical faces.
In addition to various bug fixes, the new version of the SDK also enables the development of builds that do not include the 2D content processing functionality, for reduced run-time code footprint.
The SDK's connected region mechanism uses existing pathfinding pre-process data structures to assign a unique index to each interconnected sub-region in pathfinding unobstructed space. The goal is to enable pathfinding query cost to be avoided in many situations that might otherwise result in failed queries, and to facilitate behavior level agent and position reachability analysis.
The company also announced licensing to MASA Group for SWORD Critical Infrastructure, to 4A Games for Metro 2033: The Last Refuge and to GameHi for an unspecified project. Current licensees of the PathEngine SDK also include IMC Games' Granado Espada, Dimps Corporation's Mobile Suit Gundam: Sword of the New World, and Flying Lab Games' Pirates of the Burning Sea.