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recastnavigation/recastnavigation: Industry-standard navigation-mesh toolset for games

Recast Navigation is divided into multiple modules, each contained in its own folder:

Check out BuildingAndIntegrating.md for information on how to build the comprehensive RecastDemo project, as well as guidance on integrating Recast & Detour into your own project.

If you are new to Recast & Detour, check out Sample_SoloMesh.cpp in RecastDemo to get started with building navmeshes and NavMeshTesterTool.cpp for building paths with Detour.

Recast constructs a navmesh through a multi-step mesh rasterization process.

  1. First Recast rasterizes the input triangle meshes into voxels.
  2. Voxels in areas where agents would not be able to move are filtered and removed.
  3. The walkable areas described by the voxel grid are then divided into sets of polygonal regions.
  4. The navigation polygons are generated by re-triangulating the generated polygonal regions into a navmesh.

You can use Recast to build a single navmesh, or a tiled navmesh. Single meshes are suitable for many simple, static cases and are easy to work with. Tiled navmeshes are more complex to work with but better support larger, more dynamic environments. Tiled meshes enable advance Detour features like re-baking, heirarchical path-planning, and navmesh data-streaming.

Official documentation is available at recastnav.com

Docs are generated via Doxygen from source file comments and from markdown files in the Docs/ directory.

Ask questions, voice ideas, or request new features over on Github Discussions or on our old Google Group list.

Check out the Development Roadmap to see what features and functionality you might be able to help with, and the Contribution Guidelines for information on how to make contributions.

Our Code of Conduct applies to all Recast Navigation community channels.

Recast & Detour is licensed under the ZLib license. See License.txt for more.


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