diff --git a/Docs/Conceptual/mainpage_c.txt b/Docs/Conceptual/mainpage_c.txt index d422470..f699bc1 100644 --- a/Docs/Conceptual/mainpage_c.txt +++ b/Docs/Conceptual/mainpage_c.txt @@ -4,11 +4,11 @@ /// ///

Recast

/// -/// `Recast` is state of the art navigation mesh construction toolset for +/// _Recast_ is state of the art navigation mesh construction toolset for /// games. /// /// - It is automatic, which means that you can throw any level -/// geometry at it and you will get robust mesh out. +/// geometry at it and you will get a robust mesh out. /// - It is fast which means swift turnaround times for level designers. /// - It is open source so it comes with full source and you can /// customize it to your hearts content. @@ -16,12 +16,12 @@ /// The latest version can be found on /// GitHub. /// -/// The `Recast` process starts with constructing a voxel mold from a level +/// The _Recast_ process starts with constructing a voxel mold from level /// geometry and then casting a navigation mesh over it. The process /// consists of three steps, building the voxel mold, partitioning the -/// mold into simple regions, peeling off the regions as simple polygons. +/// mold into simple regions, and peeling off the regions as simple polygons. /// -/// -# The voxel mold is build from the input triangle mesh by +/// -# The voxel mold is built from the input triangle mesh by /// rasterizing the triangles into a multi-layer heightfield. Some /// simple filters are then applied to the mold to prune out locations /// where the character would not be able to move. @@ -36,11 +36,11 @@ /// ///

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 by `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 by _Recast_ fits perfectly. /// -/// `Detour` offers a simple static navigation mesh that is suitable for +/// _Detour_ offers a simple static navigation mesh that is suitable for /// many simple cases, as well as a tiled navigation mesh that allows you /// to add and remove pieces of the mesh. The tiled mesh allows you to /// create systems where you stream new navigation data in and out as @@ -49,27 +49,27 @@ /// ///

Recast Demo

/// -/// You can find a comprehensive demo project in RecastDemo folder. It +/// You can find a comprehensive demo project in the `RecastDemo` folder. It /// is a kitchen sink demo containing all the functionality of the library. -/// If you are new to `Recast` & `Detour`, check out +/// If you are new to _Recast_ & _Detour_, check out /// /// Sample_SoloMesh.cpp to get started with building navmeshes and /// -/// NavMeshTesterTool.cpp to see how `Detour` can be used to find paths. +/// NavMeshTesterTool.cpp to see how _Detour_ can be used to find paths. /// ///

Building RecastDemo

/// -/// RecastDemo uses premake4 +/// _RecastDemo_ uses premake4 /// to build platform specific projects, now is good time to install it if -/// you don't have it already. To build _RecasDemo_, in your favourite terminal +/// you don't have it already. To build _RecastDemo_, in your favourite terminal /// navigate into the `RecastDemo` folder, then: /// /// - OS X: `premake4 xcode4` /// - Windows: `premake4 vs2010` /// - Linux: `premake4 gmake` /// -/// See the premake4 documentation for full list of supported build file types. -/// The projects will be created in `RecastDemo/Build` folder. After you have +/// See the _premake4_ documentation for full list of supported build file types. +/// The projects will be created in the `RecastDemo/Build` folder. After you have /// compiled the project, the _RecastDemo_ executable will be located in /// `RecastDemo/Bin` folder. /// @@ -78,8 +78,8 @@ /// It is recommended to add the source directories `DebugUtils`, `Detour`, /// `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project /// depending on which parts of the project you need. For example your -/// level building tool could include _DebugUtils_, _Recast_, and _Detour_, -/// and your game runtime could just include _Detour_. +/// level building tool could include `DebugUtils`, `Recast`, and `Detour`, +/// and your game runtime could just include `Detour`. /// ///

Discuss

/// @@ -91,5 +91,5 @@ /// ///

License

/// -/// _Recast_ and _Detour_ is licensed under ZLib license. +/// _Recast Navigation_ is licensed under the ZLib license. /// \ No newline at end of file