Recast/Detour  2.0.2
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Recast Navigation
Note
A documentation effort is currently underway. This documentation is in a draft state until the effort is complete.

Sources are available on github.

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 hearts content.
recast_intro.png

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 by Detour, a 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.

You can discuss and give feedback for Recast and Detour in the discussion group.

DetourCrowd

The crowd management module provides you with features for agents handling and behavior customization. You can create lots of agents and move them in the navigation mesh thanks to Detour. Moreover you can create your own behaviors that will tell your agents how to move and to react.