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recast.js

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# What is this all about In a game context, Recast.js is meant to be used with a file describing a scene geometry. Using the [recastnavigation](https://github.com/recastnavigation/recastnavigation) library, it will deduce a [navigation mesh](https://en.wikipedia.org/wiki/Navigation_mesh) - a set of polygons on which your characters can move. Once this navigation mesh is computed, it is possible to use built-in pathfinding operations like "find the shortest path between point A and point B", taking into account various variables like obstacles, slopes, and off-mesh connections. If you decide to use it to animate your scene characters - aka "agents", it also provides a complete crowd system capable of managing all your agents movements using per-agent settings \(speed, radius, ...\) ## What can you do with it * load any mesh in .obj format * compute and extract its navigation mesh with options * save this navigation mesh * load this blob without recompute it * find a random point guaranteed to be navigable * find the nearest path from one point to another * place obstacles with a radius * add agents on the navigation mesh * make them move with their own speed ## Is it for WebGL, Three.js or Babylon.js ? It is designed to work along a WebGL software but it's completely library agnostic. It only manages a mesh and its properties. Included tests and demos use [Three.js](https://github.com/mrdoob/three.js), though.

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