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 is the main product focus. Holo Shield for Godot and BugLens for Unity are available now, with free tooling, research, and longer technical work 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
Direct launchCommercial Unity Editor extension for bug reports that arrive with evidence instead of folklore. €29 launch price, one-time, no subscription.
Secondary product / Available now
Available nowA reactive energy shield shader for Godot 4 with layered projectile hits, sustained beam contact, custom meshes, and positional audio. €5, full source included.
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
Canvas games usually flatten interface content into pixels. Quest Signal tests whether a Godot world can use real browser-managed HTML as interactive 3D surfaces.
A playable scene where copying DOM text completes a Godot quest and an HTML button spawns six physics bodies.
Read case study02 / study
Rendering architectureNode3D-authored signed-distance fields in Godot 4, with smooth CSG, opaque depth integration, and two free source editions.
Clean authored scene, Godot 4.7.1 editor/runtime smokes, and hash-bound downloads.
Read case study03 / 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 study04 / 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 pathfindingScale Godot pathfinding across large maps with region filters, bounded queries, revision-safe caches, and a measured HPA* hierarchy.
2026-08-12 / 19 min read
Read02 / article
Godot pathfindingTune Godot RVO avoidance by matching radius, neighbor distance, neighbor caps, and time horizons to your agents, then verify desired and safe velocity.
2026-08-07 / 16 min read
Read03 / article
Godot pathfindingBuild formation movement in Godot with a virtual anchor, stable unit-to-slot assignment, checked destinations, and deliberate release and reformation.
2026-08-04 / 15 min read
Read04 / article
Godot pathfindingBuild Godot reachability rules that catch navigation softlocks across doors, bridges, actor profiles, quest phases, and saved games.
2026-08-03 / 16 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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