<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Vav Labs Blog</title><description>Technical notes from Vav Labs on Unity, Godot, rendering, product engineering, and maintaining long-lived software.</description><link>https://vav-labs.com/</link><language>en-us</language><item><title>Multi-size agents in Godot: clearance maps without the headaches</title><link>https://vav-labs.com/blog/godot-multi-size-agent-pathfinding-clearance/</link><guid isPermaLink="true">https://vav-labs.com/blog/godot-multi-size-agent-pathfinding-clearance/</guid><description>Godot&apos;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.</description><pubDate>Mon, 25 May 2026 00:00:00 GMT</pubDate><category>Godot pathfinding</category></item><item><title>Why your Godot pathfinding causes frame spikes and how to fix it</title><link>https://vav-labs.com/blog/godot-pathfinding-frame-spikes-fix/</link><guid isPermaLink="true">https://vav-labs.com/blog/godot-pathfinding-frame-spikes-fix/</guid><description>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.</description><pubDate>Mon, 25 May 2026 00:00:00 GMT</pubDate><category>Godot / Performance</category></item><item><title>Open-sourcing an old Unity game is not a button</title><link>https://vav-labs.com/blog/open-sourcing-old-unity-game-not-a-button/</link><guid isPermaLink="true">https://vav-labs.com/blog/open-sourcing-old-unity-game-not-a-button/</guid><description>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.</description><pubDate>Mon, 25 May 2026 00:00:00 GMT</pubDate><category>Engineering practice</category></item><item><title>AStarGrid2D limitations: where Godot&apos;s built-in pathfinding stops being enough</title><link>https://vav-labs.com/blog/astargrid2d-limitations-godot-production-pathfinding/</link><guid isPermaLink="true">https://vav-labs.com/blog/astargrid2d-limitations-godot-production-pathfinding/</guid><description>Godot&apos;s AStarGrid2D is useful. Production navigation asks different questions: clearance, dynamic blockers, repeated queries, and diagnostics that survive contact with a real game.</description><pubDate>Fri, 15 May 2026 00:00:00 GMT</pubDate><category>Godot pathfinding</category></item><item><title>How I structure Unity projects that outgrow MonoBehaviour scripts</title><link>https://vav-labs.com/blog/unity-projects-that-outgrow-monobehaviour/</link><guid isPermaLink="true">https://vav-labs.com/blog/unity-projects-that-outgrow-monobehaviour/</guid><description>A boundary-first approach for Unity projects after the inspector stops being a filing system.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate><category>Unity architecture</category></item><item><title>URP performance mistakes I look for first</title><link>https://vav-labs.com/blog/urp-performance-mistakes-first/</link><guid isPermaLink="true">https://vav-labs.com/blog/urp-performance-mistakes-first/</guid><description>The first rendering checks before we blame the engine, the GPU, or the phase of the moon.</description><pubDate>Wed, 13 May 2026 00:00:00 GMT</pubDate><category>Rendering</category></item><item><title>Why running TDA in real time is an unreasonable thing to try</title><link>https://vav-labs.com/blog/tda-real-time-constraints-hyperplex/</link><guid isPermaLink="true">https://vav-labs.com/blog/tda-real-time-constraints-hyperplex/</guid><description>Topological data analysis has excellent offline algorithms. A 16ms frame budget is where those algorithms stop being convenient and start becoming an engineering problem.</description><pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate><category>Research</category></item><item><title>How to build a Unity Asset Store tool without exposing source</title><link>https://vav-labs.com/blog/asset-store-tools-with-private-source/</link><guid isPermaLink="true">https://vav-labs.com/blog/asset-store-tools-with-private-source/</guid><description>Private source is fine. Private evidence is where things get awkward.</description><pubDate>Thu, 14 May 2026 00:00:00 GMT</pubDate><category>Product engineering</category></item></channel></rss>