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Raytracing is simple for 2D games! (godotfest2025)

2D games often struggle to match the visual appeal of 3D games, since they can't use common lighting techniques. However, these effects can be created with quite simple shaders, and they perform much better than the 3D counterparts.
In this talk, I will share the lighting techniques I have implemented for my game, Blastronaut, including the new 2D ray-traced lighting system for the indoor spaceship environment.
Licensed to the public under https://creativecommons.org/licenses/by/4.0/
about this event: https://pretalx.godotfest.com/godotfest-25/talk/NPXZEB/
Video:godotfest-25-4-eng-Raytracing_is_simple_for_2D_games_hd.mp4
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:...
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
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
Less is More: Modern Approaches to Low-Fi Visuals (godotfest2025)

Many indie developers choose to use retro or low-fi graphics in their games for style, ease of development and nostalgia. Join me in this talk to learn how I have combined low-resolution dithered 3D graphics with modern rendering techniques to come up with colorful, crispy visuals for *Reconfigure*, an upcoming sci-fi FPS-puzzle-adventure. I will cover how I iteratively developed a unique visual style that combines modern possibilities with retro restrictions. How I deal with problems and limitations - and how I squeeze every drop of juice out of those limitations. And how I use tools...
Gyms, Zoos, and Museums (godotfest2025)

Everyone always mentions that people do not read documentation. This is also the case for us as game developers. So what can we do about that? First, it is important not to force everyone to read pages and pages of documentation. Usually, only programmers and other technical folks go through all the effort of reading up on functionality. So what about artists, and designers? Thankfully, solutions already exist: Gyms, Zoos, and Museums. Let's look at examples, see how they work, how they can be built, and how they improve the development of your games. Everyone...
Slow network, fast money: How Deutsche Telekom breaks the internet (denog17)

In Europe, net neutrality is a principle enshrined in EU law which states that all data on the internet should be treated equally - but what happens when large providers such as Deutsche Telekom systematically violate it with their interconnection practices? The Netzbremse project documents an alarming case: millions of Deutsche Telekom customers are experiencing artificial throttling of their connection because Telekom refuses to expand its peering capacities appropriately. As the only internet provider in Germany, users and network operators have to pay at both ends of the line to avoid congestion. The result: massive quality...
Building Starfinder: Professional Godot at Scale (godotfest2025)

As Godot gains traction in game development, a critical question remains: can it handle professional, large-scale production? This talk presents a case study from [Epictellers](https://www.epictellers.com/), where 30 developers are building Starfinder - a full-scale RPG. We examine the practical realities of pushing Godot beyond its traditional indie roots, sharing both the unexpected wins and the genuine challenges encountered when scaling the engine for commercial AA development. **Description:** This session provides an honest, practical look at developing a cRPG with 30 professionals using Godot. The [Epictellers](https://www.epictellers.com/) team shares their real-world experience building Starfinder, including both the surprises...
You can’t just model a train in Netbox: About Architecting and running modern IT Infrastructure in Trains (denog17)

At DB Fernverkehr, we are running some IT Infrastructure on a large fleet of ICE Trains. In the past, there was only WIFI for the passengers, and many systems were handled as “embedded systems”. Nowadays, more aspects of “modern IT infrastructure” are part of the IT in trains, providing additional services like passenger information. This talk gives a quick introduction of what is happening on the trains, as well as some of the challenges compared to infrastructure built in data centers: How to get proper internet on the train? How can a network look like?...
Putting Players First (godotfest2025)

This talk explores the critical role of human-centered research in making game development more accessible and inclusive. In both everyday life and leisure activities, people with impairments, as well as underrepresented groups, often face exclusion—sometimes unintentionally, but with lasting impact. Leading a self-determined life is a fundamental right for everyone, and this is not only a moral imperative but also reflected in legal frameworks demanding equal access and participation. As game developers, we have the responsibility—and the opportunity—to build experiences that include rather than exclude. Accessibility is not just a feature; it is a foundation...