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Those with a hands-on disposition can get a quick idea about how PathEngine works by going straight in and running the prebuilt examples and tutorial applications that come with the SDK.
Batch files are provided in the 'bin' SDK subdirectory directory to run the tutorials and examples,
and prebuilt binaries are provided for some of these projects.
These are named 'run xxx.bat', where xxx is the name of the sample.
(So double clicking 'bin/run swarm.bat' runs the swarm example.)
Refer to
Many of the tutorial and example projects run under the PathEngine testbed.
See
Note that while
This can help to understand the PathEngine movement model and how agent shape is taken into account for the paths generated.
The 'testapplication' example project builds on the tutorial projects to combine point and click movement with direct control, and is a good way to get an idea about how PathEngine's collision queries can also be used to help with the implementation of agent collision and agent movement management in general.
Other example projects are then available as well as benchmarks and stress test applications and a small 'playable demo'.
The 3D content processing demo, and the semi-dynamic obstacles example project, in particular demonstrate some important features of the SDK, and are both well worth a look.
It's important to note that many of the example projects are quite old now and in general these should not be considered as indicators of the full capabilities of the SDK (with the exception of the benchmarks project, of course).
While these projects can still be useful to demonstrate different ways of working with the SDK,
the SDK has evolved very significantly since some of these example projects have been created,
in terms of things like query times.
Don't hesitate, then, to modify examples, to replace the meshes used with more complicated meshes,
to increase the number of agents or obstacles placed, and so on.
The fact that all of the example projects included with the initial commercial release of the SDK are still applicable today, with very minor modifications, is a testament to our commitment to consistency and API compatibility!
Others will profit from reading through at least some of the documentation,
in particular the
A good way to get a more detailed idea about what exactly is involved
in integrating PathEngine with an application,
is by looking at the tutorials and examples source code.
Refer to the tutorials
and examples documentation.
The
The
PathEngine provides two distinct processes for content side automation.
A 2D content process is provided, based on minimal markup generation,
with extremely lightweight and performant combination of markup for content chunk,
and also a 3D content process which operates directly on 3D scene representations.
This page (in the programmer's reference) provides
detailed explanations of both processes.
This page provides a kicking-off point specifically for content creators working with PathEngine's 2D content process, and should also be read by any programmers integrating with this content process.
Playing around with the 3DS Max or Maya exporters and the example geometry are also good ways to get a quick understanding about integration with the 2D process.
The best way to quickly understand the issues relatign to integration with the 3D content process is
probably to try out the
| Documentation for PathEngine release 5.16 - Copyright © 2002-2008 PathEngine | next: |