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Technical notes from Vav Labs.

Unity, Godot, rendering, product engineering, and the maintenance work behind long-lived software.

01 / article

Godot pathfinding

Multi-size agents in Godot: clearance maps without the headaches

Godot's grid pathfinding treats every unit as a single cell. The moment an agent is 2×2 or 3×3, paths route it through gaps it cannot fit. Clearance maps fix it with one precomputed grid that serves every size.

2026-05-25 / 8 min read

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02 / article

Godot / Performance

Why your Godot pathfinding causes frame spikes and how to fix it

Pathfinding rarely shows up in the average frame time. It shows up as a spike when every agent repaths in the same frame. Here is why Godot pathfinding stalls, and the patterns that keep it inside the budget.

2026-05-25 / 9 min read

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03 / article

Engineering practice

Open-sourcing an old Unity game is not a button

Re-shipping a 2018 Unity game raised the obvious question: open source it. The real answer lives in asset licensing, old-project archaeology, and maintenance promises.

2026-05-25 / 8 min read

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04 / article

Godot pathfinding

AStarGrid2D limitations: where Godot's built-in pathfinding stops being enough

Godot's AStarGrid2D is useful. Production navigation asks different questions: clearance, dynamic blockers, repeated queries, and diagnostics that survive contact with a real game.

2026-05-15 / 10 min read

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05 / article

Unity architecture

How I structure Unity projects that outgrow MonoBehaviour scripts

A boundary-first approach for Unity projects after the inspector stops being a filing system.

2026-05-12 / 8 min read

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06 / article

Rendering

URP performance mistakes I look for first

The first rendering checks before we blame the engine, the GPU, or the phase of the moon.

2026-05-13 / 9 min read

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07 / article

Research

Why running TDA in real time is an unreasonable thing to try

Topological data analysis has excellent offline algorithms. A 16ms frame budget is where those algorithms stop being convenient and start becoming an engineering problem.

2026-05-16 / 7 min read

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08 / article

Product engineering

How to build a Unity Asset Store tool without exposing source

Private source is fine. Private evidence is where things get awkward.

2026-05-14 / 8 min read

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