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Product: PathEngine Announces Maya Integration, New Licensees

Pathfinding and AI tool PathEngine has announced the immediate availability of a plugin integrating the content side of its advanced pathfinding and agent movement SDK wi...

Simon Carless, Blogger

May 22, 2006

1 Min Read
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Pathfinding and AI tool PathEngine has announced the immediate availability of a plugin integrating the content side of its advanced pathfinding and agent movement SDK with the Maya content creation platform, alongside two new SDK licensees. The Maya plugin is available immediately to clients and registered evaluators, and provides essentially the same functionality as the existing 3DS Max integration, including: - Ground mesh export with named positions and obstacles - Support for marking ground attributes - Automatic connection of ground pieces - Content chunk export for two-stage content processes - Selection set feedback for validation errors - Import of all PathEngine environment markup The company has also announced that Wefly Entertainment and NHN Corporation have joined PathEngine's list of licensed developers. The PathEngine SDK is built around an advanced implementation of points-of-visibility pathfinding on three-dimensional ground meshes. The approach enables PathEngine to provide both pathfinding and collision in tight integration against a single, sophisticated, agent movement model that takes agent shape into account and seamlessly supports overlapping geometry, with dynamic obstacles directly integrated into this movement model.

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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