Pathfinder 2011.0.0420 (Beta)
Pedestrian movement clarity without complexity
Version: 2011.0.0420 (Beta)
April 20, 2011
What's New
This version introduces movement/waypoint scripting (behaviors) and parallel processing. This version also includes additional 3D models including several casual models and a firefighter model.
The new movement scripting system allows users to create behaviors that contain a list of commands. Currently, these commands include moving to a particular point, waiting, and exiting the simulation. Initial wait times for occupants has been moved from the profile system into the behavior system. These behaviors can be assigned to groups or individuals - just like profiles. While waiting, occupants will now attempt to move out of the way if another occupant approaches - previously occupants were inert while waiting.
Pathfinder's new parallel processing system is always-on and fully integrated with the simulator. No special steps need to be taken to take advantage of this capability.
If you test out the beta version of Pathfinder, even for just a few minutes, please visit the forum and share your experience or send email to support@thunderheadeng.com to let us know how it went (even if you found no problems).
Changes since Pathfinder 2011.0.0215:
- It is now possible to create sequences of goto/wait commands (referred to as behaviors) for the occupants to follow.
- Pathfinder now uses parallel processing to speed up portions of the simulation loop. This feature is always-on and requires no special setup.
- Added new 3D models including several casual models and a firefighter model.
- CPU time is now reported in the simulation summary file.
- Improved caching of door to door distances - which sped up simulation times considerably.
- Made some changes to reduce the likelihood that agents will interpenetrate one another.
- The 3D Results window now displays the current file in its title bar.
- Question marks no longer appear in the Simulation Run dialog's DTG (distance to goal) fields.
- Fixed an inconsistency between actual wall clock time and the wall clock time reported by the Simulation Run dialog.
- SFPE mode occupants with collisions enabled are now a bit more rigid when waiting in queues.
- When choosing a local door, doors with similar time estimates are now grouped and the closest is chosen. This is an improvement to the previous system which used a "local time importance factor" that attempted to handicap all local doors in favor of those closer to the occupant.
- Fixed a bug with backtrack prevention on vertical stairs.
- Fixed two bugs that caused simulations to crash when two doors were touching.
- Made changes to the way background images are stored on the graphics card to increase compatibility with newer ATI cards.
- Fixed a bug that could cause a crash if an active occupant is completely surrounded by waiting occupants.
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Learn the Fundamentals
- Create Models
- Define Profiles
- Add Occupants
- Analyze Results