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@ -3,7 +3,7 @@ C# Port of Recast & Detour navigation mesh toolset
![DotRecast of a navmesh baked with the sample program](/src/DotRecast.Recast.Demo/screenshot.png?raw=true) ![DotRecast of a navmesh baked with the sample program](/src/DotRecast.Recast.Demo/screenshot.png?raw=true)
## Recast ## DotRecast.Recast
Recast is state of the art navigation mesh construction toolset for games. Recast is state of the art navigation mesh construction toolset for games.
@ -19,10 +19,35 @@ Recast constructs a navmesh through a multi-step rasterization process:
3. The walkable areas described by the voxel grid are then divided into sets of 2D polygonal regions. 3. The walkable areas described by the voxel grid are then divided into sets of 2D polygonal regions.
4. The navigation polygons are generated by triangulating and stiching together the generated 2d plygonal regions. 4. The navigation polygons are generated by triangulating and stiching together the generated 2d plygonal regions.
## Detour ## DotRecast.Detour
Recast is accompanied by Detour, a path-finding and spatial reasoning toolkit. You can use any navigation mesh with Detour, but of course the data generated with Recast fits perfectly. Recast is accompanied by Detour, a path-finding and spatial reasoning toolkit. You can use any navigation mesh with Detour, but of course the data generated with Recast fits perfectly.
Detour offers a simple static navmesh data representation which is suitable for many simple cases. It also provides a tiled navigation mesh representation, which allows you to stream of navigation data in and out as the player progresses through the world and regenerate sections of the navmesh data as the world changes. Detour offers a simple static navmesh data representation which is suitable for many simple cases. It also provides a tiled navigation mesh representation, which allows you to stream of navigation data in and out as the player progresses through the world and regenerate sections of the navmesh data as the world changes.
## DotRecast.Recast.Demo
You can find a comprehensive demo project in the `DotRecast.Recast.Demo` folder. It's a kitchen sink demo showcasing all the functionality of the library. If you are new to Recast & Detour, check out [Sample_SoloMesh.cpp](/RecastDemo/Source/Sample_SoloMesh.cpp) to get started with building navmeshes and [NavMeshTesterTool.cpp](/RecastDemo/Source/NavMeshTesterTool.cpp) to see how Detour can be used to find paths.
### Building DotRecast.Recast.Demo
`DotRecast.Recast.Demo` uses [dotnet 7](https://dotnet.microsoft.com/) to build platform specific projects. Download it and make sure it's available on your path, or specify the path to it.
#### Linux & macOS & Windows
- Navigate to the `DotRecast.Recast.Demo` folder and run `dotnet run`
### Running Unit tests
## Integrating with your game or engine
It is recommended to add the source directories `DotRecast.Core`, `DotRecast.Detour.Crowd`, `DotRecast.Detour.Dynamic`, `DotRecast.Detour.TitleCache`, `DotRecast.Detour.Extras` and `DotRecast.Recast` into your own project depending on which parts of the project you need. For example your level building tool could include `DotRecast.Core`, `DotRecast.Recast`, and `DotRecast.Detour`, and your game runtime could just include `DotRecast.Detour`.
## Discuss
- Discuss Recast & Detour: http://groups.google.com/group/recastnavigation
- Development blog: http://digestingduck.blogspot.com/
## License
Recast & Detour is licensed under ZLib license, see `LICENSE.txt` for more information.