Navigation-mesh Toolset for Games
Recast is state of the art navigation mesh construction toolset for games.
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.
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.
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.
RecastDemo uses premake5 to build platform specific projects. Download it and make sure it's available on your path, or specify the path to it.
premake5 gmakefrom the
cd RecastDemo/Binand then run
RecastDemofolder and run
/Library/Frameworks/SDL2.framework. It should now have a suitcase icon.
RecastDemo\Contrib. Rename the SDL folder such that the path
"premake5" vs2019from the
It is recommended to add the source directories
Recastinto your own project depending on which parts of the project you need. For example your level building tool could include
Detour, and your game runtime could just include
See the Contributing document for guidelines for making contributions.
Recast & Detour is licensed under ZLib license, see License.txt for more information.