Lyon, France– January 14th 2008– PathEngine announces release 5.14.00 of the PathEngine pathfinding and agent movement SDK, with some very significant performances improvements pretty much across the board. We're also pleased to announce licensing to Aeonsoft Inc. and to Deck13 Interactive and to have been chosen as winner in the middleware category in the Game Developer Magazine annual Front Line awards.
SDK performance improvements include:
http://www.pathengine.com/benchmarks.php
The Game Developer Front Line awards are intended to recognise the most innovative, user-friendly, and useful products from behind the scenes of the world's best video games.
We're very proud to have been chosen from amongst the many excellent middleware providers working in this industry to receive this prestigious award.
About PathEngine
PathEngine was founded in 2000 to provide a 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 supportfor overlapping geometry, and with dynamic obstacles directly integrated into the core movement model.
The PathEngine SDK features in the genre-breaking MMORPG 'Granado Espada' (by IMC Games) (released in the west as 'Sword of the New World'), 'Mobile Suit Gundam: Operation Troy' (by Dimps Corporation), 'Titan Quest' (by Ironlore Entertainment), 'Pirates of the Burning Sea' (by Flying Lab Games) and many other triple-A titles.
For a more complete list of our clients please see:
http://www.pathengine.com/clients.php
For more information, including documentation and demos, or to arrange an evaluation, please visit our website:
telephone: +33 4 72.07.81.54