For game devs
Godot and Unity tools for pathfinding, diagnostics, rendering, and the parts of gameplay code that become architecture when nobody is looking.
See tools01 / Foundations
A Wabi-Sabi approach to engineering.
Godot · Unity · Rust · C#/.NET
Production-grade tools and developer systems for Unity and Godot teams, built with an unhealthy respect for maintenance. Designed by Vav Labs in Turin, Italy.
TURIN, ITALY / COMPUTATIONAL TOPOLOGY RESEARCH /
Godot and Unity tools for pathfinding, diagnostics, rendering, and the parts of gameplay code that become architecture when nobody is looking.
See toolsDownloadable Unity and Godot tools for teams that need clearer diagnostics, pathfinding workflows, and less mystery inside shipped projects.
See case studiesComputational topology, real-time constraints, rendering experiments, and notes from systems that refuse to stay purely theoretical.
Read Hyperplex.TDA02 / Tools
PathForge for Godot is the main product focus now: production navigation, diagnostics, and near-release development for Godot teams. BugLens remains the available Unity tool, with shipped tooling, research, and longer technical narratives below.
Primary product / Early access
A production navigation intelligence layer for Godot 4.x: grid pathfinding, tactical movement, spatial AI maps, and editor diagnostics for games where movement is gameplay.
What it gives you
Early access
Secondary product / Available now
Commercial Unity Editor extension for bug reports that arrive with evidence instead of folklore. €29 launch price, one-time, no subscription.
Companion / Free & open-source
ShippedGodot 4 editor plugin that looks for project hygiene problems before they become a small weather system.
Tertiary / Shipped tools
Streaming encrypted archives for files, folders, and pipelines. Less ceremony, fewer exciting surprises.
View on GitHubPublished products
Vav Labs has public mobile releases as well as tools and experiments. Not everything needs a parade, but it should be possible to verify that the software exists.
03 / Case studies
These pages hold the technical narratives that need more context than a product card: the problem, the constraint, the tradeoff, and the evidence.
01 / study
Rendering architectureSigned-distance-field rendering inside Unity URP, kept close enough to the metal that the profiler can still argue back.
Shader architecture, render-feature integration, and MIT-licensed source available; measured captures in progress.
Read case study02 / study
In progressMobile VR performance work on Quest, where every millisecond has witnesses and the thermal envelope is one of them.
Optimization checklist and capture notes are being written from real device sessions, not editor estimates.
Read case study03 / research
Advanced private researchReal-time topological analysis engine for dynamic point clouds. The public page documents the architecture and validation discipline; implementation artifacts remain private while the product direction is undecided.
Architecture and status notes public; measured evidence and artifacts remain private until a release path is chosen.
Read research page04 / Blog
Unity, Godot, rendering, product tooling, and maintenance notes from real shipped projects.
01 / article
Godot pathfindingUse a Godot TileSet custom data layer as the AStarGrid2D walkability source: read TileData, handle empty cells, and avoid navigation-layer confusion.
2026-06-29 / 8 min read
Read02 / article
Godot pathfindingBuild an AStarGrid2D from a Godot TileMapLayer using get_used_rect(), tile custom data, and set_point_solid(). Verified in Godot 4.7.
2026-06-27 / 12 min read
Read03 / article
Godot pathfindingValidate tower placement in Godot before the player seals the maze. A temporary blocker check, a real demo, and measured full-vs-incremental cost.
2026-06-24 / 9 min read
Read04 / article
Godot pathfindingGodot NavigationServer2D guide: fix empty 2D navmesh paths, map sync, NavigationObstacle2D traps, direct queries, links, and grid tradeoffs.
2026-06-23 / 13 min read
Read05 / Contact
Downloadable tools, developer products, and long-lived software, built with a Wabi-Sabi approach to engineering and a healthy suspicion of perfect diagrams.
Current work includes PathForge for Godot, BugLens for Unity, diagnostics tooling, and computational research. Small pieces, made to survive being used.
Other shipped work
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