Dynamic pathfinding demonstration for a browser-based RTS game I'm working on called "Feudal Wars:" A separate grid/matrix is re-created each time a unit tries to find a new path. However, to save memory, the grid size is only as big as the distance between the units origin and destination. So two things are dynamic: the grid size and the possible walkable/unwalkable nodes which are different each time the grid is recreated. A grid size that was only as big as it needed to be (instead of a grid size in proportion to the entire world) was necessary because the map sizes will be huge (like 10K x 10K huge). Also, the walkable/unwalkable nodes change frequently since the units move frequently, hence the grid needed to be recreated each time. Color version without healthbars and debugging lines removed: If you're interested in the project, subscribe to the newsletter!