At GDC 2011 Sony unveiled to PS3 developers the new PhyreEngine 3.0 which includes NGP
support alongside new PlayStation 3 AI middleware.
To quote from http://www.develop-online.net/news/37217/GDC11-Sony-unveil-PhyreEngine-30:
Sony have touted several new features of the 3.0 iteration and tools, including a new asset pipeline and processing tool, a rewritten level editor, 'more accessible' API and support for entities, scripting, and integrated physics and navigation components.
The engine also integrates with middleware tech from several of Sony's business partners, including Havok, Nvidia and Scaleform.
"We're very happy to see the popularity of PhyreEngine with the global game developer community" said SCEI technology platform SVP Teiji Yutaka
"It has helped demonstrate our commitment to the game developer community and in particular enable smaller independent developers and publishers to flourish on PS3 and NGP."
Finally, below is the PS3 AI Middleware Press Release from ElectronicTheatre.co.uk (linked above):
Autodesk, Inc. has announced the imminent release of three new middleware products, amongst them is Autodesk Kynapse 2012 for artificial intelligence (AI).
The new releases help facilitate integration with popular game engines, support new game platforms and offer enhanced performance. Autodesk middleware has been integrated on numerous game productions including Assassin's Creed: Brotherhood, Dragon Age: Origins and EVE Online.
Autodesk Kynapse provides game developers with an extensive set of software libraries and development tools for real-time 3D path-finding, spatial awareness and team coordination. The middleware helps game developers save time and achieve greater game realism through ready-to-use tools for achieving complex behaviours.
Kynapse 2012 uses significantly less memory and provides better performance than previous versions. Developers will now enjoy greater control over the trade-off between CPU and memory consumption versus the precision of the AI solution.
On the PlayStation 3, navigation mesh algorithms can now execute on a synergistic processing unit (SPU). Further pathfinding optimizations make it easier to more quickly determine the existence of a path between two points. Such performance enhancements and the lower memory footprint mean game developers can build even more ambitious real-time character behaviors.
Developers can also better integrate Kynapse and use advanced features. "Path objects" items in a game level, such as doors, elevators and ladders, that a nonplayer character might interact with are now easier to use.
The other middleware products to be released by Autodesk, Inc. are Autodesk Beast 2012 for global illumination and Autodesk HumanIK 2012 for character animation. Along with Autodesk Kynapse, these products are expected to be available in spring 2011.
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