At some point, I want to pick up tinkering with my "game" Parsec Patrol. My last semi-abandoned challenge was trying to work out how to ensmarten baddies to navigate a dynamic asteroid field.
Learned a bunch about a bunch of pathfinding algorithms, none of which quite worked. That or, I didn't quite implement them well. Have some ideas to move forward, like decomposing the scene into a map on every frame and running A* on that.
@lmorchard One possibility is reducing the polling rate of A* searches from every frame to every 0.05 secs, this could also serve as a "reactiveness" level for individual enemies. Some weaker enemies can have an even slower polling rate.