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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.