Recast is...
* 🤖 **Automatic** - throw any level geometry at it and you will get a robust navmesh out
* 🏎️ **Fast** - swift turnaround times for level designers
* 🧘 **Flexible** - easily customize the navmesh generation and runtime navigation systems to suit your specific game's needs.
Recast constructs a navmesh through a multi-step rasterization process:
1. First Recast voxelizes the input triangle mesh by rasterizing the triangles into a multi-layer heightfield.
2. Voxels in areas where the character would not be able to move are removed by applying simple voxel data filters.
3. The walkable areas described by the voxel grid are then divided into sets of 2D polygonal regions.
4. The navigation polygons are generated by triangulating and stiching together the generated 2d plygonal regions.