forked from bit/DotRecastNetSim
76 lines
4.9 KiB
Markdown
76 lines
4.9 KiB
Markdown
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[![demo](https://user-images.githubusercontent.com/313821/266750582-8cf67832-1206-4b58-8c1f-7205210cbf22.gif)](https://youtu.be/zIFIgziKLhQ)
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# DotRecast : C# Recast & Detour
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DotRecast is a port of [recastnavigation](https://github.com/recastnavigation/recastnavigation) and [recast4j](https://github.com/ppiastucki/recast4j) to the C# language.
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## 🚀 Features
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- 🤖 Automatic - Recast can generate a navmesh from any level geometry you throw at it
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- 🏎️ Fast - swift turnaround times for level designers
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- 🧘 Flexible - detailed customization options and modular design let you tailor functionality to your specific needs
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- 🚫 Dependency-Free - building Recast & Detour only requires a .NET compiler
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- 💪 Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines
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Recast Navigation is divided into multiple modules, each contained in its own folder:
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- `DotRecast.Recast`: Navmesh generation
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- `DotRecast.Detour`: Runtime loading of navmesh data, pathfinding, navmesh queries
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- `DotRecast.Detour.TileCache`: Navmesh streaming. Useful for large levels and open-world games
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- `DotRecast.Detour.Crowd`: Agent movement, collision avoidance, and crowd simulation
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- `DotRecast.Recast.Dynamic`: robust support for dynamic nav meshes combining pre-built voxels with dynamic objects which can be freely added and removed
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- `DotRecast.Recast.Extras`: simple tool to import navmeshes created with [A* Pathfinding Project](https://arongranberg.com/astar/)
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- `DotRecast.Recast.Toolset`: sdk
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- `DotRecast.Recast.Demo`: Standalone, comprehensive demo app showcasing all aspects of Recast & Detour's functionality
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- `test/DotRecast.*.Test`: Unit tests
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## ⚡ Getting Started
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- To build or integrate into your own project, please check out [BuildingAndIntegrating.md](BuildingAndIntegrating.md)
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- To create a NavMesh, please check out [RecastSoloMeshTest.cs](test/DotRecast.Recast.Test/RecastSoloMeshTest.cs)
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- To test pathfinding, please check out [FindPathTest.cs](test/DotRecast.Detour.Test/FindPathTest.cs)
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## ⚙ How it Works
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Recast constructs a navmesh through a multi-step mesh rasterization process.
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1. First Recast rasterizes the input triangle meshes into voxels.
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2. Voxels in areas where agents would not be able to move are filtered and removed.
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3. The walkable areas described by the voxel grid are then divided into sets of polygonal regions.
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4. The navigation polygons are generated by re-triangulating the generated polygonal regions into a navmesh.
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You can use Recast to build a single navmesh, or a tiled navmesh.
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Single meshes are suitable for many simple, static cases and are easy to work with.
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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.
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## 📚 Documentation & Links
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- DotRecast Links
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- DotRecast issues: [DotRecast/issues](https://github.com/ikpil/DotRecast/issues)
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- Official Links
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- Official discussions: [recastnavigation/discussions](https://github.com/recastnavigation/recastnavigation/discussions)
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- Official documentation: [recastnav.com](https://recastnav.com)
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## 🅾 License
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DotRecast is licensed under ZLib license, see [LICENSE.txt](LICENSE.txt) for more information.
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## 📹 Demo Video
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[![demo](https://img.youtube.com/vi/zIFIgziKLhQ/0.jpg)](https://youtu.be/zIFIgziKLhQ)
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[![demo](https://img.youtube.com/vi/CPvc19gNUEk/0.jpg)](https://youtu.be/CPvc19gNUEk)
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[![demo](https://img.youtube.com/vi/pe5jpGUNPRg/0.jpg)](https://youtu.be/pe5jpGUNPRg)
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