HookStagesCounter
Recast/Detour
HookStagesCounter | Recast/Detour | |
---|---|---|
1 | 14 | |
3 | 6,231 | |
- | 1.2% | |
10.0 | 7.4 | |
about 1 year ago | 11 days ago | |
Python | C++ | |
MIT License | zlib License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
HookStagesCounter
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Are killer players ENCOURAGED to use tools that record hook stages?
Tool link: HookStagesCounter
Recast/Detour
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RE: If you had to pick a library from another language (Rust, JS, etc.) that isn’t currently available in Python and have it instantly converted into Python for you to use, what would it be?
RecastNavigation
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How do RTS Games stop Agents from Pathing into each other?
Detour is open source (zlib) so anyone has access to a proven RVO implementation. I believe Unreal and Unity still use Recast/Detour for navmesh and avoidance, but it looks like Godot cooked up their own.
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How to generate a collision mesh for a given mesh (aimesh) using Assimp?
https://github.com/recastnavigation/recastnavigation There is also a library called Yuka that is web based that can generate navmeshes i think: https://mugen87.github.io/yuka/docs/NavMesh.html
- How did they code it: Unity's Navigation mesh
- Literature related to generating navigational meshes? (or something similar)
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Divert - Bindings to RecastNavigation
Hi, wanted to post about my rust project. I created Rust Lang bindings to the famous https://github.com/recastnavigation/recastnavigation . My library, Divert, currently provides the resources to interact with the Detour, 3d mesh path finding, capabilities of Recast Navigation. In the future, I hope to implement bindings for the Recast side of RecastNavigation which facilitates generating navigation meshes from input geometry to be used by detour. Most of my hobby work revolves around reverse engineering video games, so I needed the capabilities of Detour for my Rust program to navigate in game geometry. I would characterize myself as quite new to Rust still, so constructive criticism is highly welcome. I imagine, I did some really weird stuff while designing this crate, and I bet someone can let me know here ;)
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How are rust devs doing?
Recast & Detour for navigation meshes (though Rust does have Detour bindings)
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Looking for grid library
For path finding there is at least https://github.com/recastnavigation/recastnavigation
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Pathfinding in modern games
Recast is used in Unreal and many other games.
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Question about new Navigation Server
https://github.com/recastnavigation/recastnavigation Would be.
What are some alternatives?
Materialize - Materialize Multiplatform ( Linux and Windows). Materialize is a program for converting images to materials for use in video games and similars. Multiplatform Version.
AI-Toolbox - A C++ framework for MDPs and POMDPs with Python bindings
DBD-API - Dead By Daylight API
Genann - simple neural network library in ANSI C
btsk - Behavior Tree Starter Kit
ANNetGPGPU - A GPU (CUDA) based Artificial Neural Network library
BayesOpt - BayesOpt: A toolbox for bayesian optimization, experimental design and stochastic bandits.
tensorflow - An Open Source Machine Learning Framework for Everyone
CNTK - Microsoft Cognitive Toolkit (CNTK), an open source deep-learning toolkit
openmind - Deduction framework with arbitrary mathematical system solver.
tiny-cnn - header only, dependency-free deep learning framework in C++14
frugally-deep - A lightweight header-only library for using Keras (TensorFlow) models in C++.