I have looked into the navigation meshes and as you pointed out it seems to be the optimal way to store information about the "walkable" areas. One of the better reads were
this article, which clearly shows how superior nav meshes are compared to waypoints.
When I tried to find information on how you actually build a nav mesh, there was supprisingly few hits. I found a book called "AI Programming Wisdom" on google books, and there was a section called "
Building a Near-Optimal Navigation Mesh" which was great.
Now I have a couple of questions.
First, do your mesh consist of only triangles or do you use n-sided polygons?
Secondly how do you reprecent that the toon can move in a 3d space, e.g. in areas with water, and areas where flying is permitted?