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Recast and Detour in C#


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#1 calculemus1988   Members   -  Reputation: 113

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Posted 07 February 2012 - 11:43 PM

I am stuck with my RTS game in Unity/C#, on the navigation system. For one I don't have enough experience and another thing, information on the topic is hard to get. I will need to buy all 4 AI Wisdom books.

Doing it myself it turns out I will end up in unknown land by myself and waste time and do nothing. I decided to try Recast and Detour as my last option. I hate reading someone else's C++ but what a hell.

I was wondering what do you think about rewriting Recast and Detour in C#? Any estimation how much time it might take? A dude worked 3 months at Google Summer of Code on getting Recast and Detour to work for Blender. I assume similar time, 3-5 months maybe.

Thanks for any comments, warnings, suggestions

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#2 Relfos   Members   -  Reputation: 322

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Posted 08 February 2012 - 09:23 AM

If I'm not mistaken Recast & Detour are both included in Unity 3.5 as part of the new pathfinding system. Did you check the latest beta?

#3 calculemus1988   Members   -  Reputation: 113

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Posted 08 February 2012 - 12:17 PM

I did check out the beta but it seems I will have to do my own pathfinding to have more control over things. Are you sure that Recast and Detour is actually used in Unity? Can you share a link or something to read ?

#4 Relfos   Members   -  Reputation: 322

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Posted 09 February 2012 - 04:46 AM

Yes, I'm pretty sure it is, I've read about it somewhere. It seems that there are other Unity pathfinding solutions also based on recast, check this:
http://forum.unity3d.com/threads/116517-Is-the-Navigation-Mesh-only-for-Pro

#5 calculemus1988   Members   -  Reputation: 113

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Posted 09 February 2012 - 04:49 PM

I was recommended to use this one by the author of Recast and Detour: http://stevefsp.org/

It is c# port to recast and detour for use with unity, will give it a try




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