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4 | 4 | ///
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5 | 5 | /// <h2>Recast</h2>
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6 | 6 | ///
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7 |
| -/// `Recast` is state of the art navigation mesh construction toolset for |
| 7 | +/// _Recast_ is state of the art navigation mesh construction toolset for |
8 | 8 | /// games.
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9 | 9 | ///
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10 | 10 | /// - It is automatic, which means that you can throw any level
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11 |
| -/// geometry at it and you will get robust mesh out. |
| 11 | +/// geometry at it and you will get a robust mesh out. |
12 | 12 | /// - It is fast which means swift turnaround times for level designers.
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13 | 13 | /// - It is open source so it comes with full source and you can
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14 | 14 | /// customize it to your hearts content.
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15 | 15 | ///
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16 | 16 | /// The latest version can be found on
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17 | 17 | /// <a href="https://github.com/memononen/recastnavigation">GitHub</a>.
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18 | 18 | ///
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19 |
| -/// The `Recast` process starts with constructing a voxel mold from a level |
| 19 | +/// The _Recast_ process starts with constructing a voxel mold from level |
20 | 20 | /// geometry and then casting a navigation mesh over it. The process
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21 | 21 | /// consists of three steps, building the voxel mold, partitioning the
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22 |
| -/// mold into simple regions, peeling off the regions as simple polygons. |
| 22 | +/// mold into simple regions, and peeling off the regions as simple polygons. |
23 | 23 | ///
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24 |
| -/// -# The voxel mold is build from the input triangle mesh by |
| 24 | +/// -# The voxel mold is built from the input triangle mesh by |
25 | 25 | /// rasterizing the triangles into a multi-layer heightfield. Some
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26 | 26 | /// simple filters are then applied to the mold to prune out locations
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27 | 27 | /// where the character would not be able to move.
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36 | 36 | ///
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37 | 37 | /// <h2>Detour</h2>
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38 | 38 | ///
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39 |
| -/// `Recast` is accompanied by `Detour`, a path-finding and spatial reasoning |
40 |
| -/// toolkit. You can use any navigation mesh with `Detour`, but of course |
41 |
| -/// the data generated by `Recast` fits perfectly. |
| 39 | +/// _Recast_ is accompanied by _Detour_, a path-finding and spatial reasoning |
| 40 | +/// toolkit. You can use any navigation mesh with _Detour_, but of course |
| 41 | +/// the data generated by _Recast_ fits perfectly. |
42 | 42 | ///
|
43 |
| -/// `Detour` offers a simple static navigation mesh that is suitable for |
| 43 | +/// _Detour_ offers a simple static navigation mesh that is suitable for |
44 | 44 | /// many simple cases, as well as a tiled navigation mesh that allows you
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45 | 45 | /// to add and remove pieces of the mesh. The tiled mesh allows you to
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46 | 46 | /// create systems where you stream new navigation data in and out as
|
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49 | 49 | ///
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50 | 50 | /// <h2>Recast Demo</h2>
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51 | 51 | ///
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52 |
| -/// You can find a comprehensive demo project in RecastDemo folder. It |
| 52 | +/// You can find a comprehensive demo project in the `RecastDemo` folder. It |
53 | 53 | /// is a kitchen sink demo containing all the functionality of the library.
|
54 |
| -/// If you are new to `Recast` & `Detour`, check out |
| 54 | +/// If you are new to _Recast_ & _Detour_, check out |
55 | 55 | /// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp">
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56 | 56 | /// Sample_SoloMesh.cpp</a> to get started with building navmeshes and
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57 | 57 | /// <a href="https://github.com/memononen/recastnavigation/blob/master/RecastDemo/Source/NavMeshTesterTool.cpp">
|
58 |
| -/// NavMeshTesterTool.cpp</a> to see how `Detour` can be used to find paths. |
| 58 | +/// NavMeshTesterTool.cpp</a> to see how _Detour_ can be used to find paths. |
59 | 59 | ///
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60 | 60 | /// <h3>Building RecastDemo</h3>
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61 | 61 | ///
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62 |
| -/// RecastDemo uses <a href="http://industriousone.com/premake">premake4</a> |
| 62 | +/// _RecastDemo_ uses <a href="http://industriousone.com/premake">premake4</a> |
63 | 63 | /// to build platform specific projects, now is good time to install it if
|
64 |
| -/// you don't have it already. To build _RecasDemo_, in your favourite terminal |
| 64 | +/// you don't have it already. To build _RecastDemo_, in your favourite terminal |
65 | 65 | /// navigate into the `RecastDemo` folder, then:
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66 | 66 | ///
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67 | 67 | /// - OS X: `premake4 xcode4`
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68 | 68 | /// - Windows: `premake4 vs2010`
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69 | 69 | /// - Linux: `premake4 gmake`
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70 | 70 | ///
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71 |
| -/// See the premake4 documentation for full list of supported build file types. |
72 |
| -/// The projects will be created in `RecastDemo/Build` folder. After you have |
| 71 | +/// See the _premake4_ documentation for full list of supported build file types. |
| 72 | +/// The projects will be created in the `RecastDemo/Build` folder. After you have |
73 | 73 | /// compiled the project, the _RecastDemo_ executable will be located in
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74 | 74 | /// `RecastDemo/Bin` folder.
|
75 | 75 | ///
|
|
78 | 78 | /// It is recommended to add the source directories `DebugUtils`, `Detour`,
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79 | 79 | /// `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project
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80 | 80 | /// depending on which parts of the project you need. For example your
|
81 |
| -/// level building tool could include _DebugUtils_, _Recast_, and _Detour_, |
82 |
| -/// and your game runtime could just include _Detour_. |
| 81 | +/// level building tool could include `DebugUtils`, `Recast`, and `Detour`, |
| 82 | +/// and your game runtime could just include `Detour`. |
83 | 83 | ///
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84 | 84 | /// <h2>Discuss</h2>
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85 | 85 | ///
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91 | 91 | ///
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92 | 92 | /// <h2>License</h2>
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93 | 93 | ///
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94 |
| -/// _Recast_ and _Detour_ is licensed under ZLib license. |
| 94 | +/// _Recast Navigation_ is licensed under the ZLib license. |
95 | 95 | ///
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