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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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