Quote: "Micropather is a good alternative, as it's a pure C++ header/cpp file combination. The only downside is that you need to be comfortable handling void pointers and have a certain class(es) to handle the A* path. I've been looking into Recast Navigation as well and it seems promising."
Integrating
Recastnavigation into S3GE is coming along smoothly. I'm wrapping the S3GE glue functions to RecastNav API under the name QuantumPath (a Recast Wrapper originally started by Marlou).
My approach to integration was to hack-n-slash the RecastDemo Code by stripping out all the OpenGL constructs in my inherited classes. Sadly, the RecastDemo appears to be the only form of documentation provided for the Lib so im flying blind. My first task was load the Geometry mesh data into the into a dbObject. Heres a couple of screenshots of the RecastDemo dungeon.obj converted into DGDK Mesh and Object within S3GE. Next on the agenda is building the NavMesh, followed by adding Agents.