title: Pathfinding : Jump Point Search - Straight Moves vs Diagonal Moves
body: <p>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 <a href="http://harablog.wordpress.com/2011/09/07/jump-point-search/" rel="nofollow">Jump Poin Search algorithm</a>.
  I tried to <a href="https://github.com/Yonaba/Jumper" rel="nofollow">implement</a> Jump Point Search, and it runs fine. I even made some benchmarks tests with maps from MovingAI.</p>
  
  <p>Yet there is a problem. Everything runs fine when diagonal moves are allowed.When disabled, no path is returned...</p>
  
  <p>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? </p>