diff --git a/Docs/Conceptual/mainpage_c.txt b/Docs/Conceptual/mainpage_c.txt index 0169494..d422470 100644 --- a/Docs/Conceptual/mainpage_c.txt +++ b/Docs/Conceptual/mainpage_c.txt @@ -1,31 +1,24 @@ /// @mainpage Recast Navigation /// -/// @note A documentation effort is currently underway. -/// This documentation is in a draft state until the effort is complete. +/// @image html recast_intro.png +/// +///

Recast

/// -/// @section intro_recast 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 +/// - It is automatic, which means that you can throw any level /// geometry at it and you will get 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 +/// - 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. -/// -/// The Library is free for commercial use and open source under the -/// ZLib License. /// -/// Please use the latest version from the -/// SVN. -/// -/// @image html recast_intro.png +/// 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 a level /// geometry and then casting a navigation mesh over it. The process -/// consists of three steps, building the voxel mold, partitioning the +/// consists of three steps, building the voxel mold, partitioning the /// mold into simple regions, peeling off the regions as simple polygons. /// /// -# The voxel mold is build from the input triangle mesh by @@ -41,20 +34,62 @@ /// polygons are finally converted to convex polygons which makes them /// perfect for pathfinding and spatial reasoning about the level. /// -/// @section intro_detour Detour +///

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 /// the player progresses the level, or regenerate tiles as the /// world changes. /// -/// You can discuss and give feedback for Recast and Detour in the +///

Recast Demo

+/// +/// You can find a comprehensive demo project in RecastDemo folder. It +/// is a kitchen sink demo containing all the functionality of the library. +/// 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. +/// +///

Building RecastDemo

+/// +/// 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 +/// 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 +/// compiled the project, the _RecastDemo_ executable will be located in +/// `RecastDemo/Bin` folder. +/// +///

Integrating With Your Own Project

+/// +/// 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_. +/// +///

Discuss

+/// +/// - Discuss _Recast_ and _Detour_: /// -/// discussion group. +/// Recast Navigation Group +/// - Development Blog: +/// Digesting Duck +/// +///

License

+/// +/// _Recast_ and _Detour_ is licensed under ZLib license. /// \ No newline at end of file diff --git a/Docs/Images/recast_intro.png b/Docs/Images/recast_intro.png index c242d69..ad18ac6 100644 Binary files a/Docs/Images/recast_intro.png and b/Docs/Images/recast_intro.png differ