Navigation system for games
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.
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.
- Website: https://github.com/recastnavigation/recastnavigation
- Licenses: Zlib
- Package source: gnu/packages/game-development.scm
- Builds: See build status
- Issues: See known issues
recastnavigation 1.6.0 as follows:
guix install email@example.com
Or install the latest version:
guix install recastnavigation
You can also install packages in augmented, pure or containerized environments for development or simply to try them out without polluting your user profile. See the
guix shell documentation for more information.