Vav Labs

@vav-labs.com

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.

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

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.

vav-labs.com

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

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

Bild

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...

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.

vav-labs.com

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

Zi@majormcdoom.bsky.social · 6mo ago

I hate universal "distance grab" mechanics in VR. IMO, a strong need/desire to minimize player movement betrays a fundamentally uninteresting world. That being said... a thing that lets you swhoop other things from afar is another story! 🐧🎣💨 #GodotEngine #gamedev #indiedev #VR

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...

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.

vav-labs.com