Movatterモバイル変換


[0]ホーム

URL:


Skip to content

Navigation Menu

Sign in
Appearance settings

Search code, repositories, users, issues, pull requests...

Provide feedback

We read every piece of feedback, and take your input very seriously.

Saved searches

Use saved searches to filter your results more quickly

Sign up
Appearance settings

DotRecast - a C# port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, Unity3D, games, servers

License

NotificationsYou must be signed in to change notification settings

ikpil/DotRecast

Repository files navigation

DotRecast is C# Recast & Detour, a port ofrecastnavigation andrecast4j to the C# language.
If you'd like to support the project, we'd appreciate starring(⭐) our repos on Github for more visibility.


GitHub LicenseLanguagesGitHub repo sizeGitHub Repo starsGitHub Actions Workflow StatusGitHub Actions Workflow StatusGitHub commit activityGitHub issuesGitHub closed issuesNuGet VersionNuGet DownloadsGitHub Sponsors


demo

🚀 Features

  • 🤖 Automatic - Recast can generate a navmesh from any level geometry you throw at it
  • 🏎️ Fast - swift turnaround times for level designers
  • 🧘 Flexible - detailed customization options and modular design let you tailor functionality to your specific needs
  • 🚫 Dependency-Free - building Recast & Detour only requires a .NET compiler
  • 💪 Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines

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

⚡ Getting Started

⚙ 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.

📚 Documentation & Links

🅾 License

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

📹 Demo Video

demo

demo

demo

About

DotRecast - a C# port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, Unity3D, games, servers

Topics

Resources

License

Stars

Watchers

Forks

Sponsor this project

 

Packages

No packages published

Languages


[8]ページ先頭

©2009-2025 Movatter.jp