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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 · 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 · 19/07/2026
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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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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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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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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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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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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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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 · 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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Vav Labs @vav-labs.com · 28/05/2026
A small engineering workshop from Turin sounds more romantic than it is. Most days, it is just: - fixing the thing that almost works - keeping the build boring - making one small piece less fragile Small things, in a great way. The glamour department remains understaffed.
White cattle resting in a green field near Turin on a sunny day, with trees and rural infrastructure in the background.
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