Using a tile or node based A* map, there's no additional cost for altering heuristics on the fly. All paths are always dynamically generated on the fly.
The only reason early AI had 'pre-calculated paths' (an assertion I am dubious about, to be honest) would be that it was running on processors that could barely push the graphics of the time to begin with.
The only reason early AI had 'pre-calculated paths' (an assertion I am dubious about, to be honest) would be that it was running on processors that could barely push the graphics of the time to begin with.
Those days are loooooong behind us.