I'm curious as to what sort of techniques exist for handling player movement in a 3D environment without the use of a physics engine.
One approach I've tried in the past was using sphere casting (performing multiple iterations to handle sliding), but it had a number of quirks that I couldn't easily resolve.
Another thought I had was to just move the player along a navmesh, as described in http://digestingduck.blogspot.com/2010/07/constrained-movement-along-navmesh-pt-3.html. The main thing I'm still unsure about is how to handle dynamic obstacles (ex. enemies). And most of the navmesh resouces I've found so far pertain to the implementations in Unity, Unreal, or Source, rather than how to actually implement it.
Any thoughts on the above or alternative techniques? Or good resources on implementing them?
Also, are there any commercial games using similar approaches? From the small amount that I've played it, I think Kingdoms of Amalur: Reckoning might be using an approach similar to the second one I described, but I'm not sure.