|PathEngine home||previous: ||next: |
Environments with lots of detail obstacles and high visibility can often be difficult to represent for pathfinding.
PathEngine features an optimisation specifically targetting this kind of environment based on automatic identification of a set of obstacles that can be easily avoided with minimal effect on the overall path.
In cases where it is not necessary to work with an exact expanded agent unobstructed space representation
you can tell PathEngine to perform a boundary simplification step on the unobstructed space boundaries,
with knock-on effects on complexity.
Working with large terrain areas can potentially involve a lot of data.
To avoid terrain areas being represented twice, and to ensure efficient height queries, height detail can be stripped out of parts of a ground mesh and a callback supplied to provide access to a application side representation.
Paths can be constrained to a rectangular region
to avoid detail outside that region affecting query times.
PathEngine supports the generation of tiled sets (or 'federations') of overlapping pathfinding meshes.
This enables seamless pathfinding to be implemented over environments of effectively unlimited size and complexity, but at the cost of a 'maximum guaranteed query distance' constraint.
The feature can also be used to improve performance, or to tradeoff memory footprint and performance, for environments of moderate complexity.
|Documentation for PathEngine release 6.00 - Copyright © 2002-2016 PathEngine||next: |