Hi! I’m trying to optimize my pathfinding in a grid graph that’s modified quite often (destructible walls). Presuming the pivot heuristic optimization isn’t suitable for an often modified graph, I think Jump Point Search would be a good optimization since my level consists of large empty rooms and tunnels.
I use penalties to mark nodes that are seen by the player, so the AI can avoid direct LOS to them. I saw a forum post mention A* Pathfinding Project’s JPS doesn’t support penalties, so that would rule it out, but I think JPS could be made to support penalties: whenever pruning a neighbor node, make it a forced neighbor if it has a different penalty than the current node. Of course this isn’t good for a map where every node has a unique weight, but I have large areas of uniform weight, so JPS should still be a good fit.
I’m wondering if I could write my own JPS implementation if the A* Project doesn’t support this out of the box - is this possible?