
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.
95 lines
4.3 KiB
Plaintext
95 lines
4.3 KiB
Plaintext
/// @mainpage Recast Navigation
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///
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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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/// `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 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 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 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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/// 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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/// 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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/// rasterizing the triangles into a multi-layer heightfield. Some
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/// simple filters are then applied to the mold to prune out locations
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/// where the character would not be able to move.
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/// -# The walkable areas described by the mold are divided into simple
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/// overlayed 2D regions. The resulting regions have only one
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/// non-overlapping contour, which simplifies the final step of the
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/// process tremendously.
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/// -# The navigation polygons are peeled off from the regions by first
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/// tracing the boundaries and then simplifying them. The resulting
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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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/// <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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///
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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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/// <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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/// 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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/// |