Dustin: "goto wapoint/find next waypoint/goto waypoint/repeat"
Is exactly what we are doing. Even when using Pathfinding Algos to generate paths, the 'paths' will essentially be routes of waypoints.John,
We can continue in this thread and list tasks as we go. I'll put the task we agree upon in the TODO list in the worklog - see Blitz3D Open Dev Projects Link Below.
I would vote for basic 3D pathfinding to be a priority. Many of motor reactions for bots will rely on it. My first 3D A* was based on the typical 2D version. The only difference is find the path on X/Z planes, applying gravity to Y. This is good for Bots on land, but Aerial/Space Bots that can travel X/Y/Z need a different strategy.
Waypoints are fairly simple. Add cost properties for distance and you can A* to find paths based on manually placed waypoints too. Add additional properties and they can be used to trigger actions/events. My first A* was really fast and versatile, but I ran into a collision bug that halted development. I will most likely revamp the code to get a foot ahead on pathfinding.
The are other pathfinding algorithms out there perhaps we should discuss them as well.