diff --git a/README.md b/README.md index f3ddf4c..3b121b3 100644 --- a/README.md +++ b/README.md @@ -7,27 +7,39 @@ [![Visitors](https://api.visitorbadge.io/api/daily?path=https%3A%2F%2Fgithub.com%2Fikpil%2FDotRecast&countColor=%23263759&style=flat-square)](https://visitorbadge.io/status?path=https%3A%2F%2Fgithub.com%2Fikpil%2FDotRecast) [![GitHub Sponsors](https://img.shields.io/github/sponsors/ikpil?style=flat-square&logo=GitHub-Sponsors&link=https%3A%2F%2Fgithub.com%2Fsponsors%2Fikpil)](https://github.com/sponsors/ikpil) -# Demo Video -Click the thumbnail to watch on YouTube. +# DotRecast : C# Recast & Detour - - +DotRecast is a port of C++'s [recastnavigation](https://github.com/recastnavigation/recastnavigation) and Java's [recast4j](https://github.com/ppiastucki/recast4j) to the C# language. -# Introduction -1. DotRecast is a port of C++'s [recastnavigation](https://github.com/recastnavigation/recastnavigation) and Java's [recast4j](https://github.com/ppiastucki/recast4j) to the C# language. -2. For game development, C# servers, C# project, and Unity3D are supported. -3. DotRecast consists of Recast and Detour, Crowd, Dynamic, Extras, TileCache, DemoTool, Demo +#### 📹 Youtube + + + + +## 🚀 Features +- 🤖 Automatic - Recast can generate a navmesh from any level geometry you throw at it +- 🏎️ Fast - swift turnaround times for level designers +- 🧘 Flexible - detailed customization options and modular design let you tailor functionality to your specific needs +- 🚫 Dependency-Free - building Recast & Detour only requires a .NET compiler +- 💪 Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines + +Recast Navigation is divided into multiple modules, each contained in its own folder: + +- `DotRecast.Recast`: Navmesh generation +- `DotRecast.Detour`: Runtime loading of navmesh data, pathfinding, navmesh queries +- `DotRecast.Detour.TileCache`: Navmesh streaming. Useful for large levels and open-world games +- `DotRecast.Detour.Crowd`: Agent movement, collision avoidance, and crowd simulation +- `DotRecast.Recast.Dynamic`: robust support for dynamic nav meshes combining pre-built voxels with dynamic objects which can be freely added and removed +- `DotRecast.Recast.Extras`: simple tool to import navmeshes created with [A* Pathfinding Project](https://arongranberg.com/astar/) +- `DotRecast.Recast.Toolset`: sdk +- `DotRecast.Recast.Demo`: Standalone, comprehensive demo app showcasing all aspects of Recast & Detour's functionality +- `test/DotRecast.*.Test`: Unit tests ## DotRecast.Recast Recast is state of the art navigation mesh construction toolset for games. -Recast is... -* 🤖 **Automatic** - throw any level geometry at it and you will get a robust navmesh out -* 🏎️ **Fast** - swift turnaround times for level designers -* 🧘 **Flexible** - easily customize the navmesh generation and runtime navigation systems to suit your specific game's needs. - Recast constructs a navmesh through a multi-step rasterization process: 1. First Recast voxelizes the input triangle mesh by rasterizing the triangles into a multi-layer heightfield.