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
Recast and Detour in C#
Started by calculemus1988, Feb 07 2012 11:43 PM
4 replies to this topic
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#4 Members - Reputation: 200
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...sh-only-for-Pro
http://forum.unity3d...sh-only-for-Pro
#5 Members - Reputation: 106
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
It is c# port to recast and detour for use with unity, will give it a try


















