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
Production-grade navigation and tactical pathfinding for Godot 4.x. The infrastructure layer Godot would have if it had been designed for games where movement is gameplay, not a decorative system.
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
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.
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
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
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.
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.