01 / Foundations

Long-lived software, built deliberately.

A Wabi-Sabi approach to engineering.

Production-grade tools, developer systems, and purposeful applications, built with an unhealthy respect for maintenance. Designed by Vav Labs in Turin, Italy.

TURIN, ITALY / COMPUTATIONAL TOPOLOGY RESEARCH / 2026-05-14

Product / Coming next

In planning ยท Early access open

PathForge Pro for Godot

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.

  • TileMap-driven grids, terrain costs, dynamic blockers
  • Multi-size agents, clearance maps, movement ranges
  • Influence maps, Dijkstra maps, flow fields, formations
  • Editor-first workflow with "why no path?" diagnostics
  • Optional Rust GDExtension performance core

V1 scope is being defined now. The early access list is for indie developers and small studios who want pricing notice before public launch.

View PathForge page

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 tools

For studios

Architecture review, profiling, editor tooling, and production rescue for small teams that need fewer surprises per milestone.

See case studies

For research-curious

Computational topology, real-time constraints, rendering experiments, and notes from systems that refuse to stay purely theoretical.

See research

For inclusive kids' games

Premium kids' games and essential tools for diverse learning and accessibility: clean, reliable, ad-free, and kept separate from engineering theatre.

See shipped work

02 / Tools

Commercial Unity tool

Asset Store-ready

BugLens

Commercial Unity Editor tool for bug reports that arrive with evidence instead of folklore.

  • Private source by design
  • Markdown, JSON, and AI-ready exports
  • Captures the boring context people forget to write down
Contact for beta

Public engineering work

01 / tool

Shipped

Godot Project Doctor Mini

Godot 4 editor plugin that looks for project hygiene problems before they become a small weather system.

  • Release v0.2.4
  • MIT licensed with CI
  • Markdown and JSON diagnostic reports
View on GitHub

02 / tool

Shipped

SDF Raymarcher URP

A Unity URP rendering experiment where the interesting part is what the frame budget refuses to forgive.

  • Unity URP rendering architecture
  • Performance-focused technical demo
  • MIT licensed source
View on GitHub

03 / tool

Shipped

Ravencap

Streaming encrypted archives for files, folders, and pipelines. Less ceremony, fewer exciting surprises.

  • Rust CLI with v2.0.2 release
  • age-compatible encryption workflow
  • Archive, compression, and verification path
View on GitHub

04 / tool

In development

Hyperplex.TDA

Real-time topological analysis engine for dynamic point clouds. Persistent homology and connectivity metrics under a 16ms frame budget, where most TDA algorithms politely decline to participate.

  • Computational topology applied to live data
  • Hard real-time constraints, zero-allocation hot path
  • C# .NET 9 core + Unity compute shader visualization
  • Research engine, not a product (yet)

Research notes in preparation

Published products

Shipping evidence is more useful than a decorative logo row.

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.

Open Google Play

03 / Case studies

Case studies should read like decisions under constraints, not portfolio theatre.

These are compact for now: the problem, the constraint, the tradeoff, and the evidence. The confetti department was not consulted.

01 / study

Rendering architecture

SDF Raymarcher URP

Signed-distance-field rendering inside Unity URP, kept close enough to the metal that the profiler can still argue back.

Unity URP HLSL C#

Shader architecture, source, and integration notes available.

Read case study

02 / study

Frame budget recovery

Meta Quest VR Performance

Mobile VR performance work, where every millisecond has witnesses and none of them are sentimental.

Unity Quest URP Profiler

Optimization checklist and capture notes are being prepared from real device work.

03 / study

Editor tooling product

BugLens

Turn the ancient ritual of 'it broke on my machine' into a report with enough context to be useful.

Unity Editor C# Tool UX

Demo flow and package documentation are being prepared for Asset Store release.

04 / research

In development

Hyperplex.TDA

Real-time topological analysis engine for dynamic point clouds. Persistent homology and connectivity metrics under a 16ms frame budget, where most TDA algorithms politely decline to participate.

.NET 9 Unity Compute shaders Topology
  • Computational topology applied to live data
  • Hard real-time constraints, zero-allocation hot path
  • C# .NET 9 core + Unity compute shader visualization
  • Research engine, not a product (yet)

Research notes in preparation.

04 / Blog

Field notes from tools that have to survive production, which is rude but educational.

Short technical essays on Unity architecture, rendering constraints, commercial tooling, and the quiet decisions that prevent future archaeological digs.

01 / 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

Read

02 / 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

Read

03 / 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

Read

04 / 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

Read

05 / Contact

Vav Labs builds tools for the part of software that has to keep existing.

Production-grade tools, developer systems, and long-lived software, built with a Wabi-Sabi approach to engineering and a healthy suspicion of perfect diagrams.

Current work includes diagnostics tooling, rendering experiments, runtime architecture, and computational research. Small pieces, made to survive being used.

Contact and links

Other shipped work

Inclusive kids' games

Inclusive kids' games for diverse learning and accessibility. Premium games and essential tools: clean, reliable, ad-free.