6.3 KiB
DotRecast : C# Recast & Detour
DotRecast is a port of C++'s recastnavigation and Java's recast4j to the C# language.
📹 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 generationDotRecast.Detour
: Runtime loading of navmesh data, pathfinding, navmesh queriesDotRecast.Detour.TileCache
: Navmesh streaming. Useful for large levels and open-world gamesDotRecast.Detour.Crowd
: Agent movement, collision avoidance, and crowd simulationDotRecast.Recast.Dynamic
: robust support for dynamic nav meshes combining pre-built voxels with dynamic objects which can be freely added and removedDotRecast.Recast.Extras
: simple tool to import navmeshes created with A* Pathfinding ProjectDotRecast.Recast.Toolset
: sdkDotRecast.Recast.Demo
: Standalone, comprehensive demo app showcasing all aspects of Recast & Detour's functionalitytest/DotRecast.*.Test
: Unit tests
DotRecast.Recast
Recast is state of the art navigation mesh construction toolset for games.
Recast constructs a navmesh through a multi-step rasterization process:
- First Recast voxelizes the input triangle mesh by rasterizing the triangles into a multi-layer heightfield.
- Voxels in areas where the character would not be able to move are removed by applying simple voxel data filters.
- The walkable areas described by the voxel grid are then divided into sets of 2D polygonal regions.
- The navigation polygons are generated by triangulating and stitching together the generated 2d polygonal regions.
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.
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 SoloNavMeshBuilder.cs to get started with building navmeshes and TestNavmeshTool.cs to see how Detour can be used to find paths.
Building DotRecast.Recast.Demo
DotRecast.Recast.Demo
uses dotnet 8 to build platform specific projects. Download it and make sure it's available on your path, or specify the path to it.- Open a command prompt, point it to a directory and clone DotRecast to it:
git clone https://github.com/ikpil/DotRecast.git
- Open
<DotRecastDir>\DotRecast.sln
with Visual Studio 2022 and buildDotRecast.Recast.Demo
- Optionally, you can run using the
dotnet run
command withDotRecast.Recast.Demo.csproj
- Optionally, you can run using the
Windows
- need to install microsoft visual c++ redistributable package
Linux & macOS & Windows
- Navigate to the
DotRecast.Recast.Demo
folder and rundotnet run
Running Unit tests
With VS2022
- In Visual Studio 2022 go to the test menu and press
Run All Tests
With CLI
- in the DotRecast folder open a command prompt and run
dotnet test
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
- discussions:
- issues:
License
DotRecast is licensed under ZLib license, see LICENSE.txt for more information.