How does this compare to Yuka? #475
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I noticed there's some overlap in functionality between this and Yuka |
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Replies: 5 comments
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Yuka doesn't have navmesh generation |
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I noticed there's some overlap in the ai functionality like path-finding |
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Yuka is a wider game AI toolset for more than just pathfinding. For pathfinding in particular though, the main differences are:
It would be perfectly valid to use a mixture of them. You could generate your navmesh offline with recast, then import it in Yuka to do pathfinding. Or use Recast and Detour for all your pathfinding needs. Both are worthy options depending on your needs 🙂 |
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Thanks for the answer! |
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This library isn't going to step outside binding functionality from the upstream c++ recast and detour libraries to javascript. |
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Yuka is a wider game AI toolset for more than just pathfinding. For pathfinding in particular though, the main differences are:
It would be perfectly valid to use a mixture of them. You could generate your navmesh offline with recast, then import it in Yuka to do pathfinding. Or use Recast and Detour for all your pathfinding needs. Both are worthy options depending on your needs 🙂