It appeared that several threads before this discussed about the nav mesh navigation scheme. From what I understand, it looks more like the game AI developer's way of thinking: build the path from the known knowledge of the whole space. The advantage is accurate and large scale. However, it takes extra efforts to calculate them especially when the target is extraordinary far away, and need to calculate the meshes from the scene model file.
There's another way of thinking the problem, from a robot designer's perspective(we're building the 'bot', right? ). Assume that what we can get is only a camera which can detect the obstacle ahead(use TraceLine or other detection method such as the changing of position over pulses). From this view, the navigation becomes a local navigation problem. And there's already a simple and elegant way of doing it (30 years ago) which adapts the concept of potential field from static electromagnetic filed solution. Assume that the target is an negative charge, and obstacle is a positive charge. Then the E-field vector's direction will always points from the positive charge to the negative. And the direction of path can be directly calculated from the charge distributions (here, the target and obstacles). More about this concept can be found here (Visual navigation and obstacle avoidance using a steering potential function, google it). This method I think is more proper for out-process bot developer.