Lyon, France - June 7th 2012 - PathEngine announces the availability of release 5.30.00 of their pathfinding SDK. The new release adds some important new functionality, including pathfinding space optimisations to split boundaries out of the core pathfinding space and significantly reduce the complexity of pathfinding related operations. Since our last public release we are also pleased to announce SDK licensing to TN Soft (for 'Project R'), Eyedentity Games (for 'Dungeon Striker', and another unannounced title), Reloaded Studios (for 'The Day'), Smilegate and IK Games, and for two additional titles at ZootFly, as well as sponsorship of the Game/AI conference in Vienna in September.
The pathfinding space optimisation in this release works by wrapping shapes around obstructed regions to split the regions out from PathEngine's core 'pathfinding space' representation. Pathfinding operations (and the pathfinding search graph) can then effectively ignore this obstruction detail, with paths pushed around the split regions in a much cheaper post-process step.
Release 5.30 also adds an extended version of PathEngines 'findClosestUnobstructedPosition' query, which is essential for getting pathfinding agents to understand positions outside of pathfinding movement space. The extended version of this query can take information about connectivity within pathfinding movement space into account, and provides options for better position resolution for targets which are located in gaps between multiple pathfinding world components.
Other changes include extended support for memory allocation customisation, and further incremental SDK refinements and optimisation.
For full details about the complete set of changes for this release please refer to the SDK changelog:
-- About PathEngine --
PathEngine was founded in 2000 to provide an extremely focused and modular solution to some fundamental issues in intelligent agent movement, based on hard industry experience, and with a rigorous and robust underlying architecture.
The PathEngine SDK is built around an advanced pathfinding implementation over three-dimensional ground meshes. Our approach enables pathfinding and collision in tight integration against a single, sophisticated, agent movement model, with agent shape taken into account exactly, seamless support for overlapping geometry, and with fast and robust dynamic obstacles directly integrated into the core movement model.
The SDK is integrated with a host of triple-A titles, including 'The Witcher 2' (CD Projekt Red), 'Just Cause 2' (Avalanche Studios), 'Metro 2033' (4A Games), 'Banjo-Kazooie: Nuts & Bolts' (Rare, Microsoft Corporation), 'Stormrise' (The Creative Assembly), 'Mabinogi' (Nexon), 'Ragnarok Online 2' (Gravity), and many more.
(For a more complete list of SDK clients and announced projects please
For further information, including documentation and demos, or to arrange an evaluation, please visit: