| Mar 2005
|
SimBionic integrates with PathEngine, offering game developers a advanced path finding and route
following behavior.
|
| Mar 2005
|
SimBionic 2.1 released. New features include:
- In-behavior runtime error handling
- Compound action nodes for ease of authoring
- Enumerated types
- Easy integration with Java libraries
- Dynamically-loadable action-predicate modules for distinct levels
|
| Dec 2004
|
SimBionic wins a Brandon-Hall Excellence in E-Learning award.
|
| Mar 2004
|
SimBionic 2.0 is released, offering game developers faster, more flexible facility to design
intelligent behaviors for game characters and entities.
|
| Feb 2004
|
SimBionic for Java is released, enabling cross-platform productivity to all Java technology-based systems.
|
| Jul 2003
|
An in-depth review of SimBionic appears in Gamasutra as well as in the August 2003 issue of Game
Developer Magazine as part of a series on AI middleware. SimBionic is declared to be the author's
"favorite user interface out of all the AI middleware products evaluated."
|
| Mar 2003
|
Stottler Henke demonstrates SimBionic version 1.1 at the Game Developer Conference in San Jose.
|
| Dec 2002
|
Stottler Henke announces the release of the SimBionic AI toolkit.
|
| Aug 2002
|
A magazine article on SimBionic appears in IEEE Intelligent Systems magazine. View article.
|
| Sep 2002
|
Stottler Henke releases a preview of SimBionic for the videogame Neverwinter Nights. The toolkit's
AI compiler was transformed to output the NWScript scripting language. Beginning scripters no longer
have to be experts at C to create AI for their levels, while advanced scripters can accelerate their
development.
|