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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T01:42:10+00:00 2026-06-11T01:42:10+00:00

Planning working on a 2D RTS, I tried to learn how Astar works. Indeed,

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Planning working on a 2D RTS, I tried to learn how Astar works.
Indeed, I found articles explaining how Astar could be optimized coupling it with binary heaps, and algorithms taking advantages of Path symmetry, like Jump Poin Search algorithm.
I tried to implement Jump Point Search, and it runs fine. I even made some benchmarks tests with maps from MovingAI.

Yet there is a problem. Everything runs fine when diagonal moves are allowed.When disabled, no path is returned…

It may be linked to the way I implementd it, then I’m all asking…In general, how would you oblige the algorithm (JPS) to search for path involving only straight moves (not diagonals moves) to reach a goal?

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  1. Editorial Team
    Editorial Team
    2026-06-11T01:42:12+00:00Added an answer on June 11, 2026 at 1:42 am

    Jump point search NEEDS diagonals enabled to work. In state algorithm is in, this is one of its limitations. Also, you wont be able to make your terrain distinguishable (mud = penalty to movement, etc.) since this would destroy symmetries. I suggest you stick to A* and try to gain performance by terrain presentation (mesh, waypoints). Or maybe check HPA*.

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