
Updates to the home page file include: Fixes spelling error. Minor grammar fixes. (Added 'the', 'and', etc.) Standardizes formatting for the product and folder names.
95 lines
4.3 KiB
Plaintext
95 lines
4.3 KiB
Plaintext
/// @mainpage Recast Navigation
|
|
///
|
|
/// @image html recast_intro.png
|
|
///
|
|
/// <h2>Recast</h2>
|
|
///
|
|
/// _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 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.
|
|
///
|
|
/// The latest version can be found on
|
|
/// <a href="https://github.com/memononen/recastnavigation">GitHub</a>.
|
|
///
|
|
/// 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, and peeling off the regions as simple polygons.
|
|
///
|
|
/// -# 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.
|
|
/// -# 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.
|
|
///
|
|
/// <h2>Detour</h2>
|
|
///
|
|
/// _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.
|
|
///
|
|
/// <h2>Recast Demo</h2>
|
|
///
|
|
/// 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
|
|
/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp">
|
|
/// Sample_SoloMesh.cpp</a> to get started with building navmeshes and
|
|
/// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/NavMeshTesterTool.cpp">
|
|
/// NavMeshTesterTool.cpp</a> to see how _Detour_ can be used to find paths.
|
|
///
|
|
/// <h3>Building RecastDemo</h3>
|
|
///
|
|
/// _RecastDemo_ uses <a href="http://industriousone.com/premake">premake4</a>
|
|
/// to build platform specific projects, now is good time to install it if
|
|
/// 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 the `RecastDemo/Build` folder. After you have
|
|
/// compiled the project, the _RecastDemo_ executable will be located in
|
|
/// `RecastDemo/Bin` folder.
|
|
///
|
|
/// <h2>Integrating With Your Own Project</h2>
|
|
///
|
|
/// 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`.
|
|
///
|
|
/// <h2>Discuss</h2>
|
|
///
|
|
/// - Discuss _Recast_ and _Detour_:
|
|
/// <a href="http://groups.google.com/group/recastnavigation">
|
|
/// Recast Navigation Group</a>
|
|
/// - Development Blog:
|
|
/// <a href="http://digestingduck.blogspot.com/">Digesting Duck</a>
|
|
///
|
|
/// <h2>License</h2>
|
|
///
|
|
/// _Recast Navigation_ is licensed under the ZLib license.
|
|
/// |