I've been doing some research on pathfinding lately because I want to code a game modification for a game (won't say which exactly) and what I've done is defined a huge list of 3D vectors where a player can possibly go to. The thing is, I want to implement some sort of pathfinding system which can navigate from one of the points in the list to the other.
I've read some tutorials and websites about pathfinding like A* and Dijkstra's algorithm but all those examples seems to use tiles/squares and are all in 2D environments...
So far, I'm performing some simple distance checks (for example, checking for any points that are less than 100 units away from the current one) and sight/bullet checks (to see if the point is walkable/accessible) and selecting the best point according to distance from the destination. This seems to work most of the time, however there are times where it may try to navigate along a dead end and just fail or it might do some strange, unneeded zig-zags as well as taking really long routes.
Have you guys got any ideas of any algorithms I could implement as well as provide some psuedo-code? That would be so great. I want to avoid having to define vertexes/edges or connecting these points because I find that the maps are so large/vast, it'd be too much trouble. I would only do that if it were a last resort.