I'm trying to understand if the A* algorithm is a possible pathfinding solution for my game.
I have a simple grid of nodes that an enemy can move around on, but the nodes represent traversable terrain at different heights in my game world. So although an enemy might be able to "jump down" from Node A to Node B (where Node A is much higher than Node B), it could not do the reverse and "climb up" from Node B to Node A. In other words, whether the A* algorithm can travel from one node to another depends on the direction of travel. It may be possible in one direction but not the other.
Can A* handle a situation like this, or do I need a different pathfinding algorithm?