Graham Pentheny 2eb3abfb60 Updated RecastDemo to SDL2
* Renamed a bunch of variables in main.cpp to be more descriptive.
* Removed unnecessary SDLMain.h and SDLMain.m OSX objective-c class as well as the plist, strings, xib and icns files, which are not needed.
* included cstdio in imguiRenderGL since SDL2 doesn't do it for us.
* Updated premake5 script to support SDL2 and to set the debug directory, as well as copy the SDL2.dll to the target directory on Windows.
* Updated readme with more descriptive, platform-specific demo project setup instructions
* Updated appveyor build script to build vs2015 as well.
* Updated Travis build script to build SDL2 from source, because they use Ubuntu 12.04 which doesn't have the libsdl2-dev package in its repositories.
2016-01-04 18:56:51 -05:00

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Recast & Detour
===============
[![Travis (Linux) Build Status](https://travis-ci.org/recastnavigation/recastnavigation.svg?branch=master)](https://travis-ci.org/recastnavigation/recastnavigation)
[![Appveyor (Windows) Build Status](https://ci.appveyor.com/api/projects/status/20w84u25b3f8h179/branch/master?svg=true)](https://ci.appveyor.com/project/recastnavigation/recastnavigation/branch/master)
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![screenshot of a navmesh baked with the sample program](/RecastDemo/screenshot.png?raw=true)
## 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 heart's content.
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.
1. 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.
2. 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.
3. 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.
## Detour
Recast is accompanied with Detour, path-finding and spatial reasoning toolkit. You can use any navigation mesh with Detour, but of course the data generated with Recast fits perfectly.
Detour offers simple static navigation mesh which is suitable for many simple cases, as well as tiled navigation mesh which allows you to plug in and out 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 you may regenerate tiles as the world changes.
## 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](/RecastDemo/Source/Sample_SoloMesh.cpp) to get started with building navmeshes and [NavMeshTesterTool.cpp](/RecastDemo/Source/NavMeshTesterTool.cpp) to see how Detour can be used to find paths.
### Building RecastDemo
RecastDemo uses [premake5](http://premake.github.io/) to build platform specific projects. Download it and make sure it's available on your path, or specify the path to it.
#### Linux
- Install SDl2 and its dependencies according to your distro's guidelines.
- run `premake5 gmake` from the `RecastDemo` folder.
- `cd Build/gmake` then `make`
- Run `RecastDemo\Bin\RecastDemo`
#### OSX
- Grab the latest SDL2 development library dmg from [here](https://www.libsdl.org/download-2.0.php) and place `SDL2.framework` in `/Library/Frameworks/`
- Navigate to the `RecastDemo` folder and run `premake5 xcode4`
- Open `Build/xcode4/recastnavigation.xcworkspace`
- Select the "RecastDemo" project in the left pane, go to the "BuildPhases" tab and expand "Link Binary With Libraries"
- Remove the existing entry for SDL2 (it should have a white box icon) and re-add it by hitting the plus, selecting "Add Other", and selecting `/Library/Frameworks/SDL2.framework`. It should now have a suitcase icon.
- Set the RecastDemo project as the target and build.
#### Windows
- Grab the latest SDL2 development library release from [here](https://www.libsdl.org/download-2.0.php) and unzip it `RecastDemo\Contrib`. Rename the SDL folder such that the path `RecastDemo\Contrib\SDL\lib\x86` is valid.
- Run `"premake5" vs2015` from the `RecastDemo` folder
- Open the solution, build, and run.
## 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 & Detour: http://groups.google.com/group/recastnavigation
- Development blog: http://digestingduck.blogspot.com/
## License
Recast & Detour is licensed under ZLib license, see License.txt for more information.