Posted on May 3, 2012

Recast resurrected me

… How do you revive a blog after soooooo long? Looking at my Google analytics, I’m very surprised by the constant traffic my Pathfinding concept, the basics is getting. So this blog is not technically dead.

Well back to last October I almost stopped all my development experiment. I played with 2D framework within Unity3d and was most impressed by ex2D. Also did a small experiment with vector bitmap & font as describe in Valve’s Improved Alpha-Tested Magnification for Vector Textures and Special Effects.

Last January, I teamed up with a friend of mine, Francis Caron to build something with Unity. So I resurrected my old idea I had last year witch gave me the motivation to learn how to do proper pathfinding in the first place.

It was time to get my 30 days of Unity3D Pro to test out the new pathfinding system Unity had. Their implementation of Recast is almost perfect… Like Beast (lightmap system), the navmesh Unity generate is bound to the scene and can not be swap nor offset once it’s generated. Fine, not a big of a deal. But last week I found an other limitation : the agent’s radius is not taken into account when following the mesh, it’s only used for the crowd simulation, thus making smaller (or bigger) agent clips with the geometry.

Grabbed the Recast trunk source, learned how to export C++ API to C# with a DLL. After a few nights of hard work and cruses thrown at my screen, I finally compiled & used Recast within Unity3d Editor.

Recast navmesh within editor

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