Feed cleverhans-blog [copy] http://www.cleverhans.io/feed.xml has loading error: cURL error 22: The requested URL returned error: 404
Keeper to Keepers: Adding Multiplayer to Dome Keeper (godotfest2025)

The age-old wisdom for adding multiplayer to a complex single player game is: Don't.
This talk will cover how we added mixed local and online multiplayer to an existing codebase of tens of thousands of lines of GDScript and how you can think about systems in your game to do the same.
Licensed to the public under https://creativecommons.org/licenses/by/4.0/
about this event: https://pretalx.godotfest.com/godotfest-25/talk/AT8PKS/
Video:godotfest-25-40-eng-Keeper_to_Keepers_Adding_Multiplayer_to_Dome_Keeper_hd.mp4
Shipping Godot: From Build to Player (godotfest2025)

Which platform should you ship and when should you branch out? This panel brings together perspectives from web, PC storefronts, consoles, and mobile to compare the main paths and what they typically ask of a Godot project. We’ll talk about assessing platform fit, what “ready for console” really looks like, how challenging different routes can be, and sensible ways to stage a multi-platform release. Expect candid experiences, high-level trade-offs, common pitfalls to avoid, and flexible guidance you can adapt to your team and game. You’ll leave with clearer expectations and a practical sense of...
Baremetal Server Management with Redfish (denog17)

Managing bare metal servers has always been quite time-consuming and prone to errors. Manual steps are required to configure the BMC, adjust BIOS settings, and, if necessary, perform firmware updates. If you have many servers to manage, you have to repeat everything on each individual server which likely to cause errors and diverging configurations. We have been working for some time to automate all of this with Redfish. OpenStack Ironic helps with this, among other things, but it does not work out-of-the-box with all hardware. Unfortunately, most manufacturers believe that the Redfish standard should be...
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
Compliance in Practice: Making NIS2 and ISO 27001 Work in Daily Operations (denog17)

With NIS2, ISO 27001 and requirements of BNetzA raising the bar for security and operational compliance, many internet providers are asking the same question: *How do we meet these requirements without drowning in bureaucracy?* This talk bridges the gap between regulation and real-world implementation. Instead of focusing on theory or checklists, we’ll look at how to integrate compliance into the day-to-day work of running a network—with minimal friction. **Topics include:** - Turning compliance into a continuous, manageable process - Using a Single Source of Truth (SSoT) to manage documentation, assets, and controls - The “document...
IPv6 multihoming without BGP, quo vadis? (denog17)

Well, there's always NAT, or NPT. But that's supposed to be the *dark ages* 20th century IPv4 solution. So how do you do it *nicely* in IPv6? The "nicest" possible approach seems to be dst-src routing (aka SADR, aka sourcedest) — this talk summarizes the situation before diving into that solution. You will hopefully come away with an understanding of how this isn't policy routing, what router features are still spotty, what RFC 6724 "rule 5.5" and RFC 8028 are, and why a Linux based system is simultaneously the best router and the worst end...
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
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...
Collaborative Game Development with Godot: (godotfest2025)

Games can be more than finished products—they can be living classrooms. In this session, Sarah Spiers (Senior Producer of Threadbare, former Development Director at EA, Forbes 30 Under 30) and Will Thompson (open-source developer, Endless Access) will share how collaborative development with Godot can transform game-making into a pathway for new creators. Sarah will frame why open-source practices matter for the future of the industry and how collaborative models give new voices a way in. Will will showcase Threadbare, Endless Access’ open-source narrative adventure built in Godot, where learners and contributors from around the world are...
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...