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README.md
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README.md
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[![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)
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[![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)
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# Demo Video
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Click the thumbnail to watch on YouTube.
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# DotRecast : C# Recast & Detour
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<a href="https://youtu.be/zIFIgziKLhQ"><img src="https://user-images.githubusercontent.com/313821/266750582-8cf67832-1206-4b58-8c1f-7205210cbf22.gif" width="200" height="105"/></a>
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<a href="https://youtu.be/CPvc19gNUEk"><img src="https://img.youtube.com/vi/CPvc19gNUEk/0.jpg" width="200" height="105"/></a>
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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.
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# Introduction
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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.
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2. For game development, C# servers, C# project, and Unity3D are supported.
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3. DotRecast consists of Recast and Detour, Crowd, Dynamic, Extras, TileCache, DemoTool, Demo
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#### 📹 Youtube
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<a href="https://youtu.be/zIFIgziKLhQ"><img src="https://user-images.githubusercontent.com/313821/266750582-8cf67832-1206-4b58-8c1f-7205210cbf22.gif" width="300" height="155"/></a>
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<a href="https://youtu.be/CPvc19gNUEk"><img src="https://img.youtube.com/vi/CPvc19gNUEk/0.jpg" width="300" height="155"/></a>
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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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## DotRecast.Recast
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Recast is state of the art navigation mesh construction toolset for games.
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Recast is...
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* 🤖 **Automatic** - throw any level geometry at it and you will get a robust navmesh out
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* 🏎️ **Fast** - swift turnaround times for level designers
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* 🧘 **Flexible** - easily customize the navmesh generation and runtime navigation systems to suit your specific game's needs.
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Recast constructs a navmesh through a multi-step rasterization process:
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1. First Recast voxelizes the input triangle mesh by rasterizing the triangles into a multi-layer heightfield.
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