Sync Doc Home Page Content with GitHub Home
Updates the content of the documentation home page to match the content of the GitHub repository home page. This includes the new Recast introduction image, premake4 based build info, etc.
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/// @mainpage Recast Navigation
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///
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/// @note A documentation effort is currently underway.
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/// This documentation is in a draft state until the effort is complete.
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/// @image html recast_intro.png
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///
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/// <h2>Recast</h2>
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///
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/// @section intro_recast Recast
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///
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/// Recast is state of the art navigation mesh construction toolset for
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/// `Recast` is state of the art navigation mesh construction toolset for
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/// games.
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///
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/// - It is <b>automatic</b>, which means that you can throw any level
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/// - It is automatic, which means that you can throw any level
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/// geometry at it and you will get robust mesh out.
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/// - It is <b>fast</b> which means swift turnaround times for level
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/// designers.
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/// - It is <b>open source</b> so it comes with full source and you can
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/// - It is fast which means swift turnaround times for level designers.
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/// - It is open source so it comes with full source and you can
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/// customize it to your hearts content.
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///
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/// The Library is free for commercial use and open source under the
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/// ZLib License.
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///
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/// <b>Please use the latest version from the
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/// <a href="http://code.google.com/p/recastnavigation/">SVN</a>.</b>
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///
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/// @image html recast_intro.png
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/// The latest version can be found on
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/// <a href="https://github.com/memononen/recastnavigation">GitHub</a>.
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///
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/// The Recast process starts with constructing a voxel mold from a level
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/// The `Recast` process starts with constructing a voxel mold from a level
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/// geometry and then casting a navigation mesh over it. The process
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/// consists of three steps, building the voxel mold, partitioning the
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/// consists of three steps, building the voxel mold, partitioning the
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/// mold into simple regions, peeling off the regions as simple polygons.
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///
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/// -# The voxel mold is build from the input triangle mesh by
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/// polygons are finally converted to convex polygons which makes them
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/// perfect for pathfinding and spatial reasoning about the level.
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///
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/// @section intro_detour Detour
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/// <h2>Detour</h2>
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///
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/// Recast is accompanied by Detour, a path-finding and spatial reasoning
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/// toolkit. You can use any navigation mesh with Detour, but of course
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/// the data generated by Recast fits perfectly.
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/// `Recast` is accompanied by `Detour`, a path-finding and spatial reasoning
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/// toolkit. You can use any navigation mesh with `Detour`, but of course
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/// the data generated by `Recast` fits perfectly.
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///
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/// Detour offers a simple static navigation mesh that is suitable for
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/// `Detour` offers a simple static navigation mesh that is suitable for
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/// many simple cases, as well as a tiled navigation mesh that allows you
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/// to add and remove pieces of the mesh. The tiled mesh allows you to
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/// create systems where you stream new navigation data in and out as
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/// the player progresses the level, or regenerate tiles as the
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/// world changes.
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///
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/// You can discuss and give feedback for Recast and Detour in the
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/// <h2>Recast Demo</h2>
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///
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/// You can find a comprehensive demo project in RecastDemo folder. It
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/// is a kitchen sink demo containing all the functionality of the library.
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/// If you are new to `Recast` & `Detour`, check out
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/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp">
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/// Sample_SoloMesh.cpp</a> to get started with building navmeshes and
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/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/NavMeshTesterTool.cpp">
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/// NavMeshTesterTool.cpp</a> to see how `Detour` can be used to find paths.
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///
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/// <h3>Building RecastDemo</h3>
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///
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/// RecastDemo uses <a href="http://industriousone.com/premake">premake4</a>
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/// to build platform specific projects, now is good time to install it if
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/// you don't have it already. To build _RecasDemo_, in your favourite terminal
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/// navigate into the `RecastDemo` folder, then:
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///
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/// - OS X: `premake4 xcode4`
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/// - Windows: `premake4 vs2010`
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/// - Linux: `premake4 gmake`
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///
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/// See the premake4 documentation for full list of supported build file types.
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/// The projects will be created in `RecastDemo/Build` folder. After you have
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/// compiled the project, the _RecastDemo_ executable will be located in
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/// `RecastDemo/Bin` folder.
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///
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/// <h2>Integrating With Your Own Project</h2>
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///
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/// It is recommended to add the source directories `DebugUtils`, `Detour`,
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/// `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project
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/// depending on which parts of the project you need. For example your
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/// level building tool could include _DebugUtils_, _Recast_, and _Detour_,
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/// and your game runtime could just include _Detour_.
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///
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/// <h2>Discuss</h2>
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///
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/// - Discuss _Recast_ and _Detour_:
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/// <a href="http://groups.google.com/group/recastnavigation">
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/// discussion group</a>.
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/// Recast Navigation Group</a>
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/// - Development Blog:
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/// <a href="http://digestingduck.blogspot.com/">Digesting Duck</a>
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///
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/// <h2>License</h2>
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///
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/// _Recast_ and _Detour_ is licensed under ZLib license.
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///
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