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Vav Labs

@vav-labs.com
72 followers 128 following 46 posts

Production-grade tools, developer systems, and ad-free apps & games for diverse minds. Godot, Unity, Rust, C#/.NET. Small things, in a great way. From Turin, Italy.

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Vav Labs @vav-labs.com · 24/09/2026
If every selected unit gets the same target_position, you've asked 8 bodies to stand on one point. In my test scene all 8 stalled. Give each its own reachable slot and all 8 arrive. Avoidance doesn't fix the request. Writeup + demo: vav-labs.com/blog/rts-cro... #godot #gamedev #indiedev
vav-labs.com
RTS Crowd Movement in Godot: Destinations and Arrival
Build a Godot RTS move order with reachable destination slots, shared claims, partial allocation, and honest arrival states. Includes a tested 2D demo.
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passivestar @passivestar.bsky.social · 22/09/2026
godot 4.8 exposed mesh buffers to gpu compute. all sorts of cool procedural shit is possible now
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Vav Labs @vav-labs.com · 18/09/2026
How do you pathfind in Godot when the world is infinite? The search never needs to know how big the world is. Same 400-cell route at (0,0) and at (1,000,000, 1,000,000): 72,813 expanded nodes both times. Fixture + receipt: vav-labs.com/blog/infinit... #godot
vav-labs.com
Infinite World Pathfinding in Godot | Vav Labs
Plan paths through unloaded Godot terrain with bounded implicit A*, explicit overlay state, and a measured GDScript demo.
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Vav Labs @vav-labs.com · 15/09/2026
Top-down 2D water for Godot, first proper look. One depth map, read by both the shader and the gameplay. Boats run aground. Characters wade, then swim. youtu.be/Q4rPiiolt-g #GodotEngine #gamedev Product page, if you want to follow along: vav-labs.com/products/top...
youtu.be
Top Down 2D Water Godot
YouTube video by Vav Labs
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Vav Labs @vav-labs.com · 10/09/2026
One lake depth map for both the shader and gameplay. I jotted down how a Godot example uses it to check swimming thresholds and clearance under a boat. MIT source included. Article + MIT source vav-labs.com/blog/godot-2... #godot #gamedev
vav-labs.com
Godot 4 2D Water Depth Maps and Bathymetry | Vav Labs
Build a shared water depth map in Godot 4 for top-down 2D swimming and boat clearance. Includes an MIT example project and CPU/GPU checks.
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pent n friends @decaria90.bsky.social · 10/09/2026
just fucked around with math and now there's a flower here. now i just need to figure out how to plot parametric functions in godot so i can make a game with just this shit as the graphics
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Vav Labs @vav-labs.com · 25/08/2026
TIL NavigationServer3D.map_get_path() in Godot 4 stops searching after 4096 polygons by default. On a big navmesh the path just ends short and looks like a disconnected island. Wrote up the sync/iteration/endpoint stuff a 4.7.2 proof : vav-labs.com/blog/navigationserver3d-in-godot/ #godot #gamedev
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Vav Labs @vav-labs.com · 21/08/2026
Godot grid paths often look like graph paper. Smoothing removes the bends. It can't change which side of an obstacle A* already picked. Theta* can, because visibility runs during the search. Verified 4.7.2 proof and source: vav-labs.com/blog/smooth-... #godot #gamedev
vav-labs.com
Smooth Grid Paths in Godot with Theta* | Vav Labs
Godot grid paths can zigzag through open space. See when Theta* is the right fix, how it differs from smoothing, and what line of sight must prove.
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Vav Labs @vav-labs.com · 12/08/2026
Measured HPA* against Godot's native AStarGrid2D on a 384×384 grid. Long diagonal: 8.07 ms → 2.43 ms median. Same exact path cost, 736 = 736. Then I explain why the map is rigged in HPA*'s favour. Free MIT project + the raw JSON receipt. vav-labs.com/blog/large-m... #godot #gamedev
vav-labs.com
Large Map Pathfinding in Godot: Regions & HPA* | Vav Labs
Scale Godot pathfinding across large maps with region filters, bounded queries, revision-safe caches, and a measured HPA* hierarchy.
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Ellian @thisisellian.bsky.social · 03/08/2026
I've been learning Godot for the past 6 months and I needed a placeholder character to test some stuff... So naturally I spent an unreasonable amount of time making way more frames and directions than I needed #pixelart #animation
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〽️ɪɢᴜᴇʟ 🔜 GodotFest @bitbra.in · 04/08/2026
This #Godot UI guide is a must see! qaqelol.itch.io/gui
qaqelol.itch.io
Godot Controls & UI Guide by Christophe
Learn how to use Control Nodes and make UI in Godot (interactive guide)!!
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Vav Labs @vav-labs.com · 04/08/2026
Formation movement in Godot gets awkward at narrow gates. I built an eight-member proof around a virtual anchor, stable slot IDs, authored release zones, and reformation. The Web demo, source, and receipts are live: vav-labs.com/blog/formati... #Godot #pathfinding
vav-labs.com
Formation Movement in Godot 4: Stable Squad Slots | Vav Labs
Build formation movement in Godot with a virtual anchor, stable unit-to-slot assignment, checked destinations, and deliberate release and reformation.
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Vav Labs @vav-labs.com · 30/07/2026
Nature’s AI is surprisingly efficient. Observing nature’s pathfinding algorithms while working on our own navigation tools. 🗺️🐄 The cows seem to have mastered the gradient descent algorithm for grass consumption. Maybe we should hire them as QA? #GodotEngine #GameDev #AI
cows near my office , alps
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Vav Labs @vav-labs.com · 29/07/2026
Today I was supposed to fix two bugs, prep for a meeting and implement a feature. I picked a side project instead. metaballs, made the field sparse, and now there's a stickman in there. Nobody asked for this #godot #indiedev #shaders #GodotEngine #boring
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Vav Labs @vav-labs.com · 28/07/2026
GoogleChromeLabs merged my Godot demo’s entry into its HTML-in-Canvas list. Its HUD is real DOM inside the WebGL canvas, so screen readers can read it. vav-labs.com/case-studies... github.com/GoogleChrome... #a11y #Godot #webgl #webdev #GodotEngine #gamedev #indiedev
vav-labs.com
Quest Signal: HTML-in-Canvas Meets Godot | Vav Labs
A playable proof that Chrome's experimental HTML-in-Canvas API can turn semantic, interactive DOM into world-space textures inside a Godot Web game.
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FerdyFennec@GameDev @kemoaidev.bsky.social · 21/07/2026
A nice little unglamorous update for my chicken-flying game 🐓💨💪 The egg icon in the UI now jiggles! The king now walks out from his throne! #indiedev #gamedev
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Vav Labs @vav-labs.com · 18/07/2026
I'm that kind of boring. I spent the weekend making blobs melt into each other. SDF raymarching, colors blending too, one fullscreen pass. Free: CC0 shader + node-based MIT project. vav-labs.com/case-studies... godotshaders.com/shader/fulls... #godot#indiedev#shaders#GodotEngine#creativecoding
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Godot Engine @godotengine.org · 16/07/2026
The 2026 Godot Community Poll is here: Takes about ten minutes to complete, and it's one of the more direct ways to influence where things head next. We want to hear from you! 📝 godotengine.org/article/godo...
godotengine.org
Godot Community Poll 2026 – Godot Engine
We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.
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Jacob Morelli @therandomdog.bsky.social · 17/07/2026
I like the implication that Smash Bros Ultimate is made with #GodotEngine lmao youtube.com/shorts/QaX0R...
youtube.com
Why Video Game Sword Draws Cheat 😮
YouTube video by Zack D. Films
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Vav Labs @vav-labs.com · 15/07/2026
150 units, one move order. Left: every unit asks for a path the same frame. Right: same code, a small queue 8 a tick. Both crowds still arrive. The lag was never A*, it's scheduling vav-labs.com/blog/why-navigationagent2d-lags-with-hundreds-of-units/ #Godot #GodotEngine #gamedev #indiedev
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Gabriel Cortabraz @oworowo.itch.io · 15/07/2026
Adding new stages and torturing players with new obstacles 🐍 This time: deserts and spikes! 🏜️⚠️ You can wishlist my game on Steam if you'd like. It'd help me a ton! 💚⬇️ store.steampowered.com/app/4724200/Serpent_Rift/ #pixelart #gamedev #indiedev
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Vav Labs @vav-labs.com · 14/07/2026
Weighted Terrain Pathfinding in Godot 🎮 Make AI prefer roads without breaking A* optimizer traps (weight_scale, sub-1.0 heuristics, diagonals, JPS). Proj: vav-labs.com/blog/weighte... #GodotEngine #gamedev #indiedev #solodev #AStar
vav-labs.com
Weighted Terrain Pathfinding in Godot | Vav Labs
Make AStarGrid2D prefer roads over mud and swamp with verified terrain weights, correct route-cost math, safe heuristics, and per-unit profiles.
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Vav Labs @vav-labs.com · 11/07/2026
I set out to write an article about Dijkstra maps and accidentally shipped a retro mini game. An algorithm in a costume: an arcade maze chase for kids with gray hair. Press F to see the field the ghosts are reading. Free in the browser: vav-labs.com/games/dijkstras-ghost/ #Godot #gamedev #indiedev
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happy_homhom @happy-homhom.bsky.social · 09/07/2026
Jump through crafted platforms in this small game. Free and browser-based so you can play anytime. Let me know if you enjoy the design! 🕹 beep8.org/b8/beep8.html?b8rom=883f1… #indiedevhour #indiegame #game #indiedev #indiegamedev
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Vav Labs @vav-labs.com · 08/07/2026
One Dijkstra field, ~28 monsters reading it, zero per-agent A*. Drag the hero → the whole dungeon's flow recomputes. Built in Godot 4, playable in the browser Full write-up + Godot source: vav-labs.com/blog/dijkstr... #GodotEngine #GameDev
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AadzeNomad☕ | Noob Solo Game Dev 🔰 @aadzenomad.bsky.social · 07/07/2026
Back to test my luck... with raw footage this time! 🎲 Update: Haah... today's luck's not so good. Perhaps that's why it's very hot today 😓 Don't forget to stay hydrated, folks! 🥤 #GameDev #IndieDev #Godot
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【 Grizzlu 】 @grizz.lu · 07/07/2026
I'm not very active on social networks because I recently moved to Japan which takes me a little time to finalize some administrative things. And, I'll learn Japanese 🇯🇵 language at the same time as developing my projects @potch.app & my game @dawnlessera.com ! #indiegame #indiedev
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Vav Labs @vav-labs.com · 06/07/2026
AStar2D is the Godot pathfinder you wire by hand which is why most AStar2D bugs are graph bugs. Wrote the reference I wanted open in a second tab: one-way segments, weight paid on entry, disabled points, partial paths. With a live playground: #GodotEngine #GameDev vav-labs.com/blog/astar2d...
vav-labs.com
AStar2D in Godot 4: Complete Reference | Vav Labs
AStar2D reference for Godot 4: points, connections, one-way segments, weights, disabled points, closest-point lookup, partial paths, and custom costs.
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scarlet.engineering @scarlet.engineering · 04/07/2026
Trying to catch that analog feel #gamedev #godotengine #screenshotsaturday
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nightshiftgames.bsky.social @nightshiftgames.bsky.social · 04/07/2026
Reusing some assets for new weapons like a good indie 🏴‍☠️ #ScreenshotSaturday #GodotEngine #indiedev #PirateSurvivors
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Zi @majormcdoom.bsky.social · 02/07/2026
Now that I already have a fluid system with buoyancy, splashes and ripples, and a physics-based fishing rod with hook-and-pull mechanics, I can add fishing by simply making a fish bite the hook and thrash around wildly near the surface. 🐧🎣💦 #gamedev #indiedev #GodotEngine
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Vav Labs @vav-labs.com · 02/07/2026
Godot gotcha: NavigationObstacle2D doesn't block paths. Agents swerve around it while map_get_path() returns the same route, +0.0 length change. Avoidance edits velocity, not routes. Writeup + playable demo: vav-labs.com/blog/navigat...
vav-labs.com
Godot NavigationObstacle Avoidance vs Pathfinding | Vav Labs
NavigationObstacle avoidance steers Godot agents locally. It does not make path queries reroute by itself. Use an explicit route query to prove what changed.
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13B Productions @13bee.bsky.social · 26/06/2026
The official trailer for Arc of Icarus is here! 🚀 www.youtube.com/watch?v=enin... #gamedev #indiedev #godot #colonysim #citybuilder
youtube.com
Arc of Icarus - Official Trailer
YouTube video by 13B Productions
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Vav Labs @vav-labs.com · 24/06/2026
In a tower defense, one tower in the wrong spot can wall off the path and freeze the whole wave. Here's a playable Godot demo: place towers, watch the route reroute live, then try to seal it. It won't let you. vav-labs.com/blog/tower-d... #Godot #GodotEngine #GameDev #Pathfinding #IndieDev
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happy_homhom @happy-homhom.bsky.social · 23/06/2026
Cloud-hopping at its finest! No install, runs smooth at 60fps, totally free. Have fun up there! 🕹️ beep8.org/b8/beep8.html?b8rom=9f77d… #MarketingMonday #indiegame #indiegamedev #indiedev #gameart
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Liam @ GamingOnLinux @gamingonlinux.com · 23/06/2026
Battlefield Studios begin sponsoring Godot Engine development #Godot #GodotEngine #Battlefield #EA
gamingonlinux.com
Battlefield Studios begin sponsoring Godot Engine development
Battlefield Studios (Electronic Arts) have join up with Godot Engine to provide their developers with some extra funding.
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Vav Labs @vav-labs.com · 22/06/2026
Godot's AStarGrid2D is a 10-minute read and a month of gotchas. So I built a sandbox for it: drag the goal, paint walls, flip diagonal modes, and watch corner-cutting appear and disappear in real time. #GodotEngine #gamedev vav-labs.com/blog/astargr...
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Soma @somartist.bsky.social · 13/06/2026
My 3D posing tool is now almost finished. You can give it a try, it's an app that runs in the browser: artbuddy.urlich.ch/poserr/ www.youtube.com/watch?v=OYGF...
youtube.com
Poserr - demo of the 3D posing tool for artists.
YouTube video by Art of Ph. A. Urlich
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Anna Anne Anthropy @cyborgurl.bsky.social · 16/06/2026
it's been a year since i was fired from my job teaching game design at a major university for being disabled. unrelated, here's a link to my portfolio
triple-a-games.biz
Triple A Games.biz
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Vav Labs @vav-labs.com · 15/06/2026
One shared field moved 10,000 agents in Godot at a 5 ms frame, 0% over the 16.6 ms budget. 20,000 at 9.5 ms. Measured, pure GDScript, on an 8-year-old desktop. vav-labs.com/blog/moving-... video : www.youtube.com/watch?v=4I9p... #GodotEngine #gamedev #IndieDev
vav-labs.com
Godot Pathfinding Slow? 10,000 Agents, No Frame Spike | Vav Labs
Godot pathfinding slow with many agents? A Godot 4.6 benchmark: one shared field holds 10,000 at a 5 ms median frame where per-agent queries collapse at 500.
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Owl New Worlds 🔢 Wishlist NOKOMA on Steam! @owlnewworlds.games · 14/06/2026
It's not code-related but I've done my very first Godot contribution by doing a french translation! It's a very minor thing but still, I'm happy to be part of it! 🤭 💙 You can playtest the new GABE (Godot Android Build Environment) app now on Playstore! #indiedev #gamedev #godot #godotengine
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Vav Labs @vav-labs.com · 13/06/2026
Strange start to the morning: the Claude model I've spent all week building Fable 5 — just isn't there anymore. Odd feeling a tool you were using yesterday, switched off from three steps away. www.anthropic.com/news/fable-m...
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Vav Labs @vav-labs.com · 10/06/2026
Your Godot path query returned [] again. Before rewriting anything: it's usually one of nine boring causes — wrong coordinate space, a solid start cell, an unsynced map, or update() quietly erasing your walls. vav-labs.com/blog/why-is-... #GodotEngine #gamedev #IndieDev
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Vav Labs @vav-labs.com · 09/06/2026
One of the great advantages of working with agents is that they actually understand git. Branches, diffs, commits, context. The boring parts of collaboration suddenly become less haunted. #GameDev #IndieDev
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Eternal Skies TCG RPG @eternalskies.neocities.org · 06/06/2026
I feel like hyper realistic graphics in games is like, the lazy way to do art direction. Back in the day it was like okay we have these system limitations, let's come up with a unique art style within them. Now it's like resources are infinite but idk whatever just make it super realistic I guess.
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Vav Labs @vav-labs.com · 06/06/2026
AStarGrid2D or NavigationServer in Godot? The choice isn't taste — it's constraints: tile vs free movement, how dynamic the world is, scale, path stability. A decision guide (not "grid wins"), current for 4.6: vav-labs.com/blog/godot-p... #GameDev #Godot #Pathfinding #IndieDev
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Vav Labs @vav-labs.com · 05/06/2026
A placed tower or closed door shouldn't rebuild your whole Godot nav grid. Most pathfinding spikes are one cell changing, treated as a global event. New post: local invalidation, without the full-rebuild stutter. vav-labs.com/blog/godot-d... #GameDev #Godot #Pathfinding #IndieDev
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Christophe is making Prerolled! @qaqelol.bsky.social · 02/06/2026
New #Godot Cheatsheets about shaders!! They are included in the ready-to-go collection($10) with +18 other cheatsheets + some exclusive extras qaqelol.itch.io/cheatsheet-v... You can also download them for free, one by one! qaqelol.itch.io/godot-cheats... #GameDev #Tutorial #IndieDev #Shaders
Image saying "NEW CHEATSHEETS on shaders!" with a preview of said cheatsheets
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Vav Labs @vav-labs.com · 30/05/2026
A* can find the shortest path and still send a unit through a kill zone. That is not a pathfinding bug. It is missing tactical context. New note: influence maps in Godot, danger-weighted A*, Dijkstra maps, flow fields, and cheap grid updates. vav-labs.com/blog/godot-i...
vav-labs.com
Influence Maps in Godot — Tactical AI on a Grid | Vav Labs
A* finds the shortest path. It does not know the shortest path runs straight through the enemy's firing line. Influence maps are how a grid stops being a floor plan and starts being a tactical opinion.
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