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Complete Zig implementation of the RecastNavigation library for navigation mesh creation and pathfinding.
- Memory Safety: Explicit allocators, no hidden memory allocations
- Type Safety: Leveraging Zig's strong type system and comptime
- Error Handling: Proper error types instead of boolean returns
- Modern Design: Clean API following Zig idioms
- Performance: Optimization through inline functions and comptime generation
- Zero Dependencies: Pure Zig implementation
- 100% Accuracy: Byte-for-byte identical with C++ reference implementation
zig-recast/
├── src/ # Library source code
│ ├── root.zig # Main entry point
│ ├── math.zig # Math types (Vec3, AABB, etc.)
│ ├── context.zig # Build context and logging
│ ├── recast.zig # Recast module (NavMesh building)
│ ├── detour.zig # Detour module (pathfinding)
│ ├── detour_crowd.zig # DetourCrowd (multi-agent simulation)
│ └── detour_tilecache.zig # TileCache (dynamic obstacles)
│
├── examples/ # Usage examples
│ ├── simple_navmesh.zig # Basic NavMesh creation example
│ ├── pathfinding_demo.zig # Pathfinding demo
│ ├── crowd_simulation.zig # Crowd agent simulation
│ ├── dynamic_obstacles.zig # Dynamic obstacles
│ ├── 02_tiled_navmesh.zig # Tiled NavMesh
│ ├── 03_full_pathfinding.zig # Full pathfinding
│ └── 06_offmesh_connections.zig # Off-mesh connections
│
├── bench/ # Performance benchmarks
│ ├── recast_bench.zig # Recast pipeline benchmark
│ ├── detour_bench.zig # Detour queries benchmark
│ ├── crowd_bench.zig # Crowd simulation benchmark
│ └── findStraightPath_detailed.zig
│
├── test/ # Tests (183 unit + 21 integration)
│ ├── integration/ # Integration tests
│ └── ... # Unit tests
│
├── docs/ # 📚 Complete documentation
│ ├── README.md # Documentation navigation
│ ├── en/ # English documentation
│ ├── ru/ # Russian documentation
│ └── bug_fixes/ # Bug fix history
│
└── build.zig # Build configuration
Creating navigation meshes from triangle meshes:
- ✅
Heightfield- Voxel-based heightfield representation - ✅
CompactHeightfield- Compact representation for processing - ✅
Region Building- Watershed partitioning with multi-stack system - ✅
ContourSet- Region contour extraction - ✅
PolyMesh- Final polygon mesh - ✅
PolyMeshDetail- Detailed mesh for precise height queries
Navigation queries and pathfinding:
- ✅
NavMesh- Runtime navigation mesh - ✅
NavMeshQuery- Pathfinding and spatial queries - ✅
A* Pathfinding- Optimal path search - ✅
Raycast- Visibility checks and raycast queries - ✅
Distance Queries- Distance queries
Managing multiple agents:
- ✅
Crowd Manager- Crowd management - ✅
Agent Movement- Agent movement - ✅
Local Steering- Local steering - ✅
Obstacle Avoidance- Obstacle avoidance
Dynamic obstacle support:
- ✅
TileCache- Tile cache with dynamic changes - ✅
Obstacle Management- Managing obstacles (box, cylinder, oriented box) - ✅
Dynamic NavMesh Updates- Dynamic NavMesh updates
- Zig 0.15.0 or newer
zig build# All tests (unit + integration)
zig build test
# Integration tests only
zig build test-integration
# Specific test suite
zig build test:filter
zig build test:rasterization
zig build test:contour# Build all examples
zig build examples
# Basic NavMesh example
./zig-out/bin/simple_navmesh
# Pathfinding demo
./zig-out/bin/pathfinding_demo
# Crowd simulation
./zig-out/bin/crowd_simulation
# Dynamic obstacles
./zig-out/bin/dynamic_obstacles# Recast pipeline benchmark
zig build bench-recast
# Detour queries benchmark
zig build bench-detour
# Crowd simulation benchmark
zig build bench-crowdCurrent Status:
- ✅ 201/201 tests passing (183 unit + 21 integration)
- ✅ 100% accuracy compared to C++ reference implementation
- ✅ 0 memory leaks in all tests
- ✅ Recast pipeline fully tested
- ✅ Detour pipeline fully tested (pathfinding, raycast, queries)
- ✅ DetourCrowd fully tested (movement, steering, avoidance)
- ✅ TileCache fully tested (all obstacle types)
🎉 Achievement: Identical NavMesh Generation
The Zig implementation produces byte-for-byte identical navigation meshes with the C++ reference:
- 44/44 contours ✅
- 432/432 vertices ✅
- 206/206 polygons ✅
See docs/bug-fixes/watershed-100-percent-fix for the complete story of achieving 100% accuracy.
const std = @import("std");
const recast_nav = @import("recast-nav");
pub fn main() !void {
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
defer _ = gpa.deinit();
const allocator = gpa.allocator();
// Create build context
var ctx = recast_nav.Context.init(allocator);
// Configure navmesh parameters
var config = recast_nav.RecastConfig{
.cs = 0.3, // Cell size
.ch = 0.2, // Cell height
.walkable_slope_angle = 45.0,
.walkable_height = 20,
.walkable_climb = 9,
.walkable_radius = 8,
.max_edge_len = 12,
.max_simplification_error = 1.3,
.min_region_area = 8,
.merge_region_area = 20,
.max_verts_per_poly = 6,
.detail_sample_dist = 6.0,
.detail_sample_max_error = 1.0,
};
// Set bounds from input geometry
config.bmin = recast_nav.Vec3.init(0, 0, 0);
config.bmax = recast_nav.Vec3.init(100, 10, 100);
// Create heightfield
var heightfield = try recast_nav.Heightfield.init(
allocator,
100, 100, // width, height
config.bmin,
config.bmax,
config.cs,
config.ch,
);
defer heightfield.deinit();
// Build navigation mesh...
// See examples/simple_navmesh.zig for complete example
}More examples in the examples/ directory:
simple_navmesh.zig- basic NavMesh creationpathfinding_demo.zig- pathfindingcrowd_simulation.zig- crowd simulationdynamic_obstacles.zig- dynamic obstacles
// Zig: Explicit allocator
var heightfield = try Heightfield.init(allocator, ...);
defer heightfield.deinit();
// C++: Global allocator
rcHeightfield* heightfield = rcAllocHeightfield();
rcFreeHeightfield(heightfield);// Zig: Error unions
const result = try buildNavMesh(allocator, config);
// C++: Boolean returns
bool success = rcBuildNavMesh(...);
if (!success) { /* handle error */ }// Zig: Strong typing with enums
const area_id = recast_nav.recast.AreaId.WALKABLE_AREA;
// C++: Raw constants
const unsigned char RC_WALKABLE_AREA = 63;- SIMD optimizations
- influence map
- Benchmark suite (basic benchmarks ready)
- Documentation (complete documentation in docs/)
- Usage examples
- Match or exceed C++ performance
- Zero allocations in hot paths (pathfinding)
- Use Zig comptime for code specialization
- Optional SIMD optimizations for vector operations
Current State: All 201 tests passing with no memory leaks.
Recent Achievements:
- ✅ Fixed watershed partitioning for 100% accuracy (details)
- ✅ Fixed 3 critical raycast bugs (details):
- ✅ Implemented multi-stack system for deterministic region building
- ✅ Full implementation of
mergeAndFilterRegions - ✅ Verified byte-for-byte identity with C++ RecastNavigation
📖 Complete Documentation - navigation for all project documentation
- Installation & Setup - installation and setup
- Quick Start Guide - create NavMesh in 5 minutes
- Building & Testing - building and testing
- System Overview - system overview
- Recast Pipeline - NavMesh building process
- Detour Pipeline - pathfinding system
- Memory Model - memory management
- DetourCrowd - multi-agent simulation
- TileCache - dynamic obstacles
- Math API - math types
- Recast API - NavMesh building
- Detour API - pathfinding and queries
- Creating NavMesh - step-by-step NavMesh creation
- Pathfinding - pathfinding
- Raycast Queries - raycast queries
- Test Coverage Analysis - test coverage analysis
- Running Tests - running tests
The project is actively developed. Contributions are welcome!
See Contributing Guide for dev environment setup and guidelines.
This implementation follows the same license as the original RecastNavigation (zlib license).
- Mikko Mononen - author of the original RecastNavigation
- Zig Community - for the excellent language and support
- RecastNavigation GitHub - original C++ implementation
- Zig Language - official Zig website
- Project Documentation - complete documentation (EN/RU)
- Progress Report - bilingual progress report
Status: ✅ Production Ready | Version: 1.0.0-beta | Tests: 201/201 ✅ | Accuracy: 100% 🎯