Pathfinding to a moving target in evolving terrain
holm.dog
holm.dog
The author starts with Djikstras and updates the precomputed path-map every frame that either the players location changes or an obstacle is added.
Maybe some more performance can be squeezed out. If the player's location changes more frequently than obstacles are added, it may be worthwhile to precompute the all-pairs-shortest-path (floyd-warshall) which would instead only need to be updated on obstacle additions. The precomputed path map would no longer need to be updated on player location changes.
A similar trick can probably be used to efficiently update the precomputed APSP path-map in these cases, since only a single obstacle is added at a time.
Though if obstacles are added fairly frequently relative to player location changes, this is probably not worthwhile.
You’d still want to use the directional chart idea.
[3] The approach I ended up using is very similar to a Dijkstra map, a pathfinding tool from roguelike games, which I discovered as I was writing this. As far as I could tell, my approach extends a Dijkstra map to handle minimal updates as the target moves and obstacles update
That's a huge overkill. A single dijkstra per game tick (or even only when map changes or player moves) is enough.