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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!-- NeL Pacs Library : Features -->
+<table width=100%><tr><td align=left><b>NeL Pacs Library : Features</b></td><td align=right><b></b></td></TR></TABLE>
+
+
+<H2>Introduction</H2>
+
+<P>The NeL PACS library comprises world surface representations for content movement and collision management for both server and client applications.</P>
+
+<H2>Features</H2>
+
+<H3>General features</H3>
+<UL>
+<li>Both landscape and enclosed spaces are supported.
+<li>PACS can either be linked to application as a library or run as a pair of stand-alone service.
+</UL>
+
+<H3>Path Finding</H3>
+<UL>
+<li>Algorithm for determining (non-convex) surface list for a path
+<li>Surface border skirting algorithm for generating paths across surfaces
+</UL>
+<I>In development : </I>
+<UL>
+<li>Genration of 'wide' paths with liberty of movement for management of gine detail obstacle avoidance
+</UL>
+
+<H3>Collisions</H3>
+<UL>
+<li>There is support for both object-object collisins and object-scenery collisions.
+<li>Objects are divided into static solid objects, dynamic solid objects and dynamic 'ghost' objects that have no impact on the scenery
+<li>Both Logical collisions and Blocking collisions are supported
+<li>Blocking collisions may be treated as 'sticky', 'sliding' or 'bounce'
+<li>Object collision primitives include cylinders and cuboids.
+<li>PACS may maintain a collision space history which allows re-tracing of movement information received late, by the server, through the world as it was for lag management purposes.
+</UL>
+
+<H3>Tools</H3>
+<UL>
+<li>Landscape scenery is converted directly to a surface representation by exported data re-processing utilities.
+<li>Streets and interiors must have explicit collision models (surface models) which are exported from 3DStudio Max and processed to generate the same surface representation.
+</UL>
+
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