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Recast Help

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1 comment, last by IADaveMark 13 years ago
Hi there,

i have been looking to introduce the recast and detours libraries into my AI project to handle generating navmeshs and pathfinding. I'm just having abit of trouble getting my head round actually integrating it within my own project. As part of the SVN there is a demo app that allows you to save a tiled mesh to a .bin.
It's this mesh that I would like to load in within my project but I'm having trouble doing so. Has anyone gone about this?
I thought about deriving a class from their Sample_TileMesh class and doing something like
void MyTileMesh::Load()
{
dtFreeNavMesh(m_navMesh);
m_navMesh = loadAll("all_tiles_navmesh.bin");
m_navQuery->init(m_navMesh, 2048);
}


Not sure if this is the way to go about it, but Im still getting errors
error LNK2019: unresolved external symbol "protected: class dtNavMesh * __thiscall Sample_TileMesh::loadAll(char const *)" (?loadAll@Sample_TileMesh@@IAEPAVdtNavMesh@@PBD@Z) referenced in function "public: void __thiscall MyTileMesh::Load(void)" (?Load@MyTileMesh@@QAEXXZ)
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Hi there,

i have been looking to introduce the recast and detours libraries into my AI project to handle generating navmeshs and pathfinding. I'm just having abit of trouble getting my head round actually integrating it within my own project. As part of the SVN there is a demo app that allows you to save a tiled mesh to a .bin.
It's this mesh that I would like to load in within my project but I'm having trouble doing so. Has anyone gone about this?
I thought about deriving a class from their Sample_TileMesh class and doing something like
void MyTileMesh::Load()
{
dtFreeNavMesh(m_navMesh);
m_navMesh = loadAll("all_tiles_navmesh.bin");
m_navQuery->init(m_navMesh, 2048);
}


Not sure if this is the way to go about it, but Im still getting errors
error LNK2019: unresolved external symbol "protected: class dtNavMesh * __thiscall Sample_TileMesh::loadAll(char const *)" (?loadAll@Sample_TileMesh@@IAEPAVdtNavMesh@@PBD@Z) referenced in function "public: void __thiscall MyTileMesh::Load(void)" (?Load@MyTileMesh@@QAEXXZ)


My guess is you don't link in the library file or haven't included a .cpp when you build.
[size="1"]trassel (thread lib)
Yeah... looks more like a general compile issue than anything to do with Recast.

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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