PathEngine home previous: Post processing the agent's pathnext: 'LoadPathEngine'
Contents, Programmers Guide, Example Projects, Other Examples

Other Examples


These example projects build on the tutorials to demonstrate additional techniques and functionality.



Links with the standalone PathEngine dll and runs a simple test across the interface.


Mixing control methods.
This project combines the user control mechanism from tutorial 2 with code to advance along a path that was introduced in tutorial 3.
The findClosestUnobstructedPoint() query is introduced.


Implementing a basic queueing behaviour.
This example is based on tutorial 2.
An agent may be placed and moved around the environment under user control. (As in tutorial 2.)
A group of 'swarmer' agents is added which either chase or flee from the user controlled agent, based on a user toggleable flag.


A stress test for pathfinding and collision queries.


An example application for generating the set of setup and query time benchmarks posted on the PathEngine website.


A memory footprint benchmark.
Generates preprocess for some benchmark meshes and displays the amount of memory used.


A modified version of 'PathStress', with mesh loading, random base obstacle placement and preprocess generation performed in a background thread whilst pathfinding queries are running in a foreground worker thread.


Measures throughput for a pool of worker threads operating on a shared collision context.
Thread pools of varying sizes are set up and the throughput measured for each pool size.


Example project to show application of PathEngine in a 'one thread per mesh' threading paradigm.


Provides a worked example of a split content process based on initial creation of 'content chunks' which are then later instantiated for PathEngine's content processing.


Provides a worked example of PathEngine's support for working with 'federated' sets of tiled overlapping pathfinding meshes.


This project shows how to link with the 3D content processing dll and run 3D content processing on a simple scene.
An .exe is built that uses the win32 function LoadLibrary() to load the dll, and the win32 function GetProcAddress() to obtain a function that can then be used to obtain the root interface.


Demonstrates a double buffering technique, based on PathEngine's 'preprocessed obstacle sets' mechanism, for fast pathfinding and collision against large numbers of 'semi-dynamic' obstacles.


Demonstrates a mechanism for implementing formation movement to a goal position, with very minimal per-agent movement cost.


Example code for group movement with agents that avoid overlapping in most situations, but without hard collision constraints.


Shows how PathEngine can be set up to minimise the overhead for collision and agent update, in situations where there are large numbers of agents, and hard collision between the agents is a requirement.

Documentation for PathEngine release 6.04 - Copyright © 2002-2024 PathEnginenext: 'LoadPathEngine'