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recastnavigation
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Support and discussion group for Recast and Detour
https://github.com/
recastnavigation/
recastnavigation
If reporting an issue or requesting a feature, please do so using GitHub issues, following our contribution guidelines - you'll get a much faster response that way!
https://github.com/
recastnavigation/
recastnavigation/issues
https://github.com/
recastnavigation/
recastnavigation/blob/master/
CONTRIBUTING.md
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richard.g...@gmail.com
,
Graham Pentheny
2
Mar 15
Tile Mesh Export not Including Off-Mesh Connections
The export/import code in RecastDemo is likely missing a ton of features and somewhat misleading.
unread,
Tile Mesh Export not Including Off-Mesh Connections
The export/import code in RecastDemo is likely missing a ton of features and somewhat misleading.
Mar 15
文振宇
,
Graham Pentheny
2
Mar 15
Problem for marking area type by vertices
You should generate a list of triangle area ID's from your input geometry and pass them as the
unread,
Problem for marking area type by vertices
You should generate a list of triangle area ID's from your input geometry and pass them as the
Mar 15
PacaPop
,
Graham Pentheny
2
Mar 15
Finding random point in specific area
There's an example of using these APIs in NavMeshTesterTool.cpp in RecastDemo. eg https://github.
unread,
Finding random point in specific area
There's an example of using these APIs in NavMeshTesterTool.cpp in RecastDemo. eg https://github.
Mar 15
Jeff Weign
,
Graham Pentheny
2
Mar 15
Given x-z coordinates, can navmesh returns the y value?
Hi, I'm not sure I fully understand what you're asking, but you can use dtNavMeshQuery::
unread,
Given x-z coordinates, can navmesh returns the y value?
Hi, I'm not sure I fully understand what you're asking, but you can use dtNavMeshQuery::
Mar 15
mengu gulmen
,
Graham Pentheny
2
Mar 15
Recast + Colyseus + Babylon.JS - agent position update problem
Hi, Firstly this seems like an issue with multiplayer state replication in your game, not anything
unread,
Recast + Colyseus + Babylon.JS - agent position update problem
Hi, Firstly this seems like an issue with multiplayer state replication in your game, not anything
Mar 15
Jose Antonio
, …
Graham Pentheny
3
Mar 15
Cluster Graph in Recast
Hi, Can you speak more about what your hope for this feature is exactly? Cluster graphs appear to be
unread,
Cluster Graph in Recast
Hi, Can you speak more about what your hope for this feature is exactly? Cluster graphs appear to be
Mar 15
PaulS
,
Graham Pentheny
2
Mar 15
Water under my terrain
Hey Paul. Hard to really know what the proper solution is without some more context/screenshots but
unread,
Water under my terrain
Hey Paul. Hard to really know what the proper solution is without some more context/screenshots but
Mar 15
Gabriel Garcia
,
Graham Pentheny
2
Mar 15
Why rcMarkConvexPolyArea uses an extruded xz-plane clamped intersection check instead of point-in-polygon?
Hey Gabriel. The intent of this function is to allow for marking arbitrary polygon-bounded areas of
unread,
Why rcMarkConvexPolyArea uses an extruded xz-plane clamped intersection check instead of point-in-polygon?
Hey Gabriel. The intent of this function is to allow for marking arbitrary polygon-bounded areas of
Mar 15
Aresky Aresky
,
richard.g...@gmail.com
2
12/6/22
How to raycast 3D check?
The way I've done it is to get the poly ref for the end point of the trace, and then add an extra
unread,
How to raycast 3D check?
The way I've done it is to get the poly ref for the end point of the trace, and then add an extra
12/6/22
Patrick Pineda
, …
Vincent Lark
6
11/23/22
Extract OBJ from navmesh '.bin' files?
Hey, just following this up again. I Got a working solution from recastjs, so this is great! It does
unread,
Extract OBJ from navmesh '.bin' files?
Hey, just following this up again. I Got a working solution from recastjs, so this is great! It does
11/23/22
richard.g...@gmail.com
9/29/22
Refreshing off-mesh connections
Hi there! Is there an easy way to refresh off-mesh connections? Currently if I place some off-mesh
unread,
Refreshing off-mesh connections
Hi there! Is there an easy way to refresh off-mesh connections? Currently if I place some off-mesh
9/29/22
Clarence
8/27/22
Recast/Detour and procedural map generation
Hi, I'm making a multiplayer game with detour doing the pathfinding on the server side. I wanted
unread,
Recast/Detour and procedural map generation
Hi, I'm making a multiplayer game with detour doing the pathfinding on the server side. I wanted
8/27/22
Enrique González Rodríguez
,
Mikko Mononen
6
8/19/22
Wall and ceiling Nav Mesh in Unreal Engine
In Recast/Detour it is not possible to have multiple navmeshes connected together that have different
unread,
Wall and ceiling Nav Mesh in Unreal Engine
In Recast/Detour it is not possible to have multiple navmeshes connected together that have different
8/19/22
Clarence
,
Mikko Mononen
2
8/18/22
dtTileCache mesh generation
Tile cache assumes small tiles (around 32-64 squared) and does some tricks to make the update fast.
unread,
dtTileCache mesh generation
Tile cache assumes small tiles (around 32-64 squared) and does some tricks to make the update fast.
8/18/22
Maxwell175
5/22/22
Example streaming Tiles
Hello, It seems that there is a way to dynamically stream in Tiles into a NavMesh, but I cannot seem
unread,
Example streaming Tiles
Hello, It seems that there is a way to dynamically stream in Tiles into a NavMesh, but I cannot seem
5/22/22
Silouane
4/7/22
Problem with dtNavMeshQuery::findNearestPoly
Hello, I seem to have a problem with findNearestPoly which gives me a nearestPt (when displaying it,
unread,
Problem with dtNavMeshQuery::findNearestPoly
Hello, I seem to have a problem with findNearestPoly which gives me a nearestPt (when displaying it,
4/7/22
lhhts...@gmail.com
2
4/3/22
Is there a max tile size limit for dtTileCache?
And there is not even any error log? On Saturday, April 2, 2022 at 11:03:57 PM UTC-7 lhhts...@gmail.
unread,
Is there a max tile size limit for dtTileCache?
And there is not even any error log? On Saturday, April 2, 2022 at 11:03:57 PM UTC-7 lhhts...@gmail.
4/3/22
GlassBeaver
8/8/21
Split large triangles
Hi, is there a way to limit the maximum size of triangles that doesn't involve lowering the tile
unread,
Split large triangles
Hi, is there a way to limit the maximum size of triangles that doesn't involve lowering the tile
8/8/21
Work Life Balance Brian
7/30/21
Any idea to modify recast for generate mesh on the wall/90 degree geometry
Right now I have a spider style ai monster. and it has the ability to navigation in the level. I know
unread,
Any idea to modify recast for generate mesh on the wall/90 degree geometry
Right now I have a spider style ai monster. and it has the ability to navigation in the level. I know
7/30/21
Eric Eisaman
,
Evgeny Adamenkov
3
6/25/21
memory layout of .bin file
Thank you Evgeny! Have a great day. On Thursday, June 24, 2021 at 11:52:51 PM UTC-4 evgen...@gmail.
unread,
memory layout of .bin file
Thank you Evgeny! Have a great day. On Thursday, June 24, 2021 at 11:52:51 PM UTC-4 evgen...@gmail.
6/25/21
lhhts...@gmail.com
,
Evgeny Adamenkov
2
6/15/21
How to only use Detour lib for my own custom generated meshes?
Hi, In general, https://github.com/recastnavigation/recastnavigation explicitly says "You can
unread,
How to only use Detour lib for my own custom generated meshes?
Hi, In general, https://github.com/recastnavigation/recastnavigation explicitly says "You can
6/15/21
Octavius Ace
3
4/27/21
DetourCrowd returns positions vertically offset from rendered mesh surface
From the benefit of others, an update on point 2 : After debugging the detourcrowd update function,
unread,
DetourCrowd returns positions vertically offset from rendered mesh surface
From the benefit of others, an update on point 2 : After debugging the detourcrowd update function,
4/27/21
Lee Chee Keong
2
4/23/21
Area cost in "Test NavmeshTool" vs DetourCrowd
On Friday, 23 April 2021 at 19:15:21 UTC+8 Lee Chee Keong wrote: Hi, I ma newbie to Recast. I changed
unread,
Area cost in "Test NavmeshTool" vs DetourCrowd
On Friday, 23 April 2021 at 19:15:21 UTC+8 Lee Chee Keong wrote: Hi, I ma newbie to Recast. I changed
4/23/21
GlassBeaver
, …
yb z
10
3/10/21
Fastest way to exclude/re-include rectangular areas at runtme
The Origin Plane The Result I Want。 perfectly. thanks 在2021年3月10日星期三 UTC+8 下午1:41:26<yb z> 写道:
unread,
Fastest way to exclude/re-include rectangular areas at runtme
The Origin Plane The Result I Want。 perfectly. thanks 在2021年3月10日星期三 UTC+8 下午1:41:26<yb z> 写道:
3/10/21
naempir...@gmail.com
,
PaulS
3
3/9/21
Need ideas how to implement ability to swim.
Of course, my idea (above) also assumes you have normal terrains that have no overhangs and stuff
unread,
Need ideas how to implement ability to swim.
Of course, my idea (above) also assumes you have normal terrains that have no overhangs and stuff
3/9/21
Arne De Jonghe
2
2/24/21
Most efficient way for agents to follow other agents?
I figured it out I think. To get an agent's current PolyRef do: const dtPathCorridor *corridor =
unread,
Most efficient way for agents to follow other agents?
I figured it out I think. To get an agent's current PolyRef do: const dtPathCorridor *corridor =
2/24/21
lhhts...@gmail.com
2/14/21
Any examples to build the NavMesh on my own and only use Detour lib separately?
Hi, I have some very specific requirements for my nav mesh. And it is mainly 2D with lots of other
unread,
Any examples to build the NavMesh on my own and only use Detour lib separately?
Hi, I have some very specific requirements for my nav mesh. And it is mainly 2D with lots of other
2/14/21
John Smith
,
Evgeny Adamenkov
3
2/9/21
How to generate the sln of RecastDemo in Windows? There isn't Premake5 2019 file in RecastDemo folder
Addition: just download premake5 into the folder containing premake.lua and type in cmd window (in
unread,
How to generate the sln of RecastDemo in Windows? There isn't Premake5 2019 file in RecastDemo folder
Addition: just download premake5 into the folder containing premake.lua and type in cmd window (in
2/9/21
lgulich
, …
Mikko Mononen
4
2/5/21
Article from AiGameDev.com
Thanks for the help, this is already really helpful! memo...@gmail.com schrieb am Mittwoch, 3.
unread,
Article from AiGameDev.com
Thanks for the help, this is already really helpful! memo...@gmail.com schrieb am Mittwoch, 3.
2/5/21
charlesj...@gmail.com
,
Evgeny Adamenkov
2
12/17/20
Bug in rcFilterLedgeSpans causing voxels along walls to be filtered too?
> Line 144 checks the abs of the span differences and compares it to walkableClimb. This will
unread,
Bug in rcFilterLedgeSpans causing voxels along walls to be filtered too?
> Line 144 checks the abs of the span differences and compares it to walkableClimb. This will
12/17/20