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Fireside Chat – Godot’s Next Milestones (godotfest2025)

Godot has grown from a community passion project into a real alternative for professional studios. The 4.x series brought the technical groundwork — a modern renderer, new architecture, and steady performance improvements — that make larger productions viable. Now the next milestones aren’t just in the engine itself but in the surrounding ecosystem: stable integrations, testing and CI pipelines, console support, and long-term maintenance. With studios increasingly open to new tools, Godot’s future depends on pairing its open, creative spirit with the reliability and workflows professionals expect. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event:...

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Posted at 2025-11-11 23:00:00 | Tech | read on

New Game+: Adding Backend Features to Your Godot Projects (godotfest2025)

Ready to unlock the next level of your Godot development? Just like New Game+ adds exciting features to enhance replay value, adding backend capabilities transforms your games from single-player experiences into connected, community-driven platforms. In this talk, we'll explore how to level up your Godot projects with robust backend features like real-time multiplayer, analytics, and social systems that keep players engaged and coming back for more. **Why unlock backend features?** Features like guilds, chat, challenges, real-time play, and analytics are the "New Game+" of modern game development—they transform good games into great experiences. This...

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Posted at 2025-11-11 23:00:00 | Tech | read on

Making of DOGWALK (godotfest2025)

The *Blender Studio* is presenting the creation process and asset pipeline behind *DOGWALK*, a short open source game, centered around incorporating Blender & Godot. Get insight into the planning & game design of our brief 4 month production period, the paper-craft art style that resulted in a distinct low-poly look and our glTF & Blender Asset oriented pipeline, that allowed us to create & iterate directly in Blender for art-assets, animations and entire levels. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/9PP8G3/
Video:godotfest-25-25-eng-Making_of_DOGWALK_-_Blender_Studios_game_project_hd.mp4

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Posted at 2025-11-10 23:00:00 | Tech | read on

Don't ship the wrong game! (godotfest2025)

Shipping a good game that no one desires is a sad affair. It's also easy to accidentally make a production too large. I'll share how we avoid this by building many prototypes, evaluating them against real people and then go into an appropriately scoped production, staying happy devs in rough times. Maybe most importantly, i'll share how we validate prototypes to find the games with potential among the crowd, as it's simply not something predictable or plannable. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/HAURCV/
Video:godotfest-25-53-eng-Dont_ship_the_wrong_game_hd.mp4

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Uncovering Blackholes: Advanced Detection Techniques for Complex Networks (denog17)

Blackholing events often have prolonged impacts and typically require manual intervention for recovery. Even a single occurrence is highly disruptive, frequently triggering executive-level escalations. Resolving such incidents demands top-tier expertise and often involves engagement with the vendor’s advanced technical support. To accelerate root cause identification, we present several methods for detecting blackholing events, identifying the affected transit flows, and analyzing potential correlations. This approach aims to reduce response times and improve overall network resilience. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/GJNTXH/
Video:denog17-74351-eng-Uncovering_Blackholes_Advanced_Detection_Techniques_for_Complex_Networks_hd.mp4

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Posted at 2025-11-10 23:00:00 | Tech | read on

CGNAT scale testing using TRex (denog17)

I would like to present my testing methodology and the results of using TRex to generate "stateful" traffic for the purpose of scale testing CGNAT solutions. The main focus of the test is to determine the actual scale around Juniper's SRX solution. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/G8PZUA/
Video:denog17-78247-eng-CGNAT_scale_testing_using_TRex_hd.mp4

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The return of EGP or the curious case of the BGP Origin attribute (denog17)

The BGP Origin attribute has been around for decades and did not attract much attention. It is simply there, shown either as "?" for "incomplete" or as "i" for IGP. During writing slides for my BGP training I found a large number (868) of prefixes in the global routing table tagged with "e" for EGP. The presentation does not give any answers but simply raises the question who and why is playing with that attribute. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/ASAQKE/
Video:denog17-79498-eng-The_return_of_EGP_or_the_curious_case_of_the_BGP_Origin_attribute_hd.mp4

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An introduction to qGIS for current Google Earth Users (denog17)

The defacto standard in network planning is to use Google Earth for dealing with a large collection of kmz and kml files that are provided by partners. Sadly this can quickly introduce spontaneous combustion of your computer or at least of google earth, as the data collection can grow quite quickly and that software as probably never meant to deal with such an enourmous amount of geodata. Luckliy there is a widely adopted open source GIS software called qGIS that can help with exploring large amounts of data. I will give a quick intro what...

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Posted at 2025-11-10 23:00:00 | Tech | read on

A Peek Under the Hood: Technical Learnings from Halls of Torment (godotfest2025)

The development of Halls of Torment has taught us many lessons about making commercial games in Godot. In this talk we will take a deep dive into the games' code and share our learnings about project structure, programming patterns, performance profiling, and many other technical topics. With Halls of Torment being our first Godot-based commercial project we've had to figure out how to accommodate all of our technical requirements in a timely manner. We've made a lot of mistakes, learned many lessons, and found a couple of best practices that we want to expand upon...

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The Asian internet - A guide for the uninitiated (denog17)

The Internet is not the same everywhere. And in Asia, the world’s most populous region with some of the fastest growing economies, it can be especially complex. Join Telstra to learn about how differently the Internet operates in Asia compared to Europe and North America, how those behaviour are likely to change as the impact of new AI workloads is felt across global networks, and what variables you need to think about when architecting your own network so that your company can make the most of the huge market opportunity Asia offers. This talk will...

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Posted at 2025-11-10 23:00:00 | Tech | read on
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Однажды китайский ученый Ли Хунь Янь обнаружил некоторую незначительную, однако, существенно отличающуюся от фона корреляцию между количеством псилоцибина потребляемого корфуцианскими медузами и характером передвижения оных по стенкам четырехсотлитровго шарообразного аквариума, установленного в лаборатории по случаю празднования сто второго полугодичного затмения от начала новой эры Сингулярного Прорыва. Недолго думая, Ли Хунь Янь приделал к щупальцам медуз источники излучения в видимом диапазоне но с разной длинной волны, заснял весь процесс шестью камерами с 48 часовой выдержкой, симметрично расставив последние вокруг сосуда, где резвились подопытные и через неделю собрал прелюбопытнейший материал, который, в свою очередь, лег в основу фундаментального труда, ныне известного, как теория полутретичных n-многообразий простой метрики Ли Хунь Янь, с которой (с некоторыми упрощениями и оговорками) я, по мере сил, постараюсь познакомить любопытного и пытливого читателя.

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