Key features of the PathEngine SDK

overlapping ground meshes

Seamless pathfinding over worlds with bridges, tunnels, balconies, dungeons, multi-story buildings etc.

continuous space movement model, no aliasing

No need for artists to fit scenery items into a tile based layed, obstacles can be placed naturally. No strange effects when paths paths cross tile boundaries or at portals.

agent shape automatically taken into account

Small creatures can fit through narrow gaps and large creatures can't.

extremely robust

An integrated collision model enables fundamentally dependable behaviours.
Advanced computational geometry techniques are used internally to ensure that the implementation is completely robust.

clear paradigm and explicit movement model

The API is easy to understand and to integrate.
An explicit world model makes it much easier to investigate and resolve movement problems.

dynamic obstacles and collision contexts

PathEngine's dynamic obstacle management mechanisms provide an excellent foundation for implementing advanced agent AI.

curved path generation

Path post-processing functionality is provided to support the generation of paths for agents with movement constraints.

industrial strength optimisation

PathEngine has been used to power servers running thousands (and tens of thousands) of agents, concurrently, in extremely complex environments.

strong support for multithreading

PathEngine is completely thread safe, and provides some important guarantees with respect to blocking between threads.

support for multiple languages

PathEngine can be used from C++, C#, Visual Basic, Java.

Further information

For an in-depth discussion of the design decisions behind the PathEngine SDK, refer to this page (in the online documentation).

An overview of fundamental concepts of the SDK is provided by this section of the documentation.