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<!------ End Box ------> - - - </TD> - <TD WIDTH=15><IMG SRC="/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD> - <TD ALIGN=left valign=top><IMG SRC="/inc/img/pixel.gif" WIDTH="140" HEIGHT="10" BORDER=0 ALT=""> - -<!-- title --> -<TABLE background="/inc/img/redline.gif" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td> -<A HREF="/docs"><img src="/inc/img/t_docs.gif" ALT="docs" HEIGHT=20 BORDER=0></A> -</td><td><IMG SRC="/inc/img/pixel.gif" WIDTH="1" HEIGHT="1" BORDER=0 ALT=""> -</td></tr></table> - -<!-- End header --> - - -<!-- 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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