/// @mainpage Recast Navigation
///
/// @note A documentation effort is currently underway.
/// This documentation is in a draft state until the effort is complete.
///
/// @section intro_recast Recast
///
/// 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.
/// - 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 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
/// mold into simple regions, peeling off the regions as simple polygons.
///
/// -# The voxel mold is build 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.
/// -# The walkable areas described by the mold are divided into simple
/// overlayed 2D regions. The resulting regions have only one
/// non-overlapping contour, which simplifies the final step of the
/// process tremendously.
/// -# The navigation polygons are peeled off from the regions by first
/// tracing the boundaries and then simplifying them. The resulting
/// polygons are finally converted to convex polygons which makes them
/// perfect for pathfinding and spatial reasoning about the level.
///
/// @section intro_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.
///
/// 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
///
/// discussion group.
///