ikpil / DotRecast

DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
zlib License
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ai crowd-simulation csharp detour game game-development gamedev navigation navmesh pathfinder pathfinding recast recastnavigation server unity unity3d

DotRecast

DotRecast is C# Recast & Detour, a port of recastnavigation and recast4j to the C# language.
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demo

πŸš€ Features

Recast Navigation is divided into multiple modules, each contained in its own folder:

⚑ Getting Started

βš™ How it Works

Recast constructs a navmesh through a multi-step mesh rasterization process.

  1. First Recast rasterizes the input triangle meshes into voxels.
  2. Voxels in areas where agents would not be able to move are filtered and removed.
  3. The walkable areas described by the voxel grid are then divided into sets of polygonal regions.
  4. The navigation polygons are generated by re-triangulating the generated polygonal regions into a navmesh.

You can use Recast to build a single navmesh, or a tiled navmesh. Single meshes are suitable for many simple, static cases and are easy to work with. Tiled navmeshes are more complex to work with but better support larger, more dynamic environments. Tiled meshes enable advance Detour features like re-baking, heirarchical path-planning, and navmesh data-streaming.

πŸ“š Documentation & Links

πŸ…Ύ License

DotRecast is licensed under ZLib license, see LICENSE.txt for more information.

πŸ“Ή Demo Video

demo

demo

demo