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Making of Cards in Fogpiercer (godotfest2025)

We put in a lot of effort to make the cards in Fogpiercer feel and look awesome, the cards need a lot of information that is then also communicated to the player. In the talk I'll show how we went about implementing both 2D and 3D versions of the cards. There's a lot to consider with cards in games, in a way they're a bit like buttons, buttons with tons of information and requiremnents, they also need animations and juicy visuals that support player fantasy. Fogpiercer uses both 2D and 3D cards, depending on context....

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Art Direction Crash Course (for non-artists) (godotfest2025)

A talk aimed at non-artists that covers "how to art direct". We will cover basics like lighting, colors and shape language. But also teach how to stylize, what the difference between a moodboard and a reference board is and just general art knowledge that will be helpful for programmers, gamedesigners and leveldesigners. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/XFVHEE/
Video:godotfest-25-32-eng-Art_Direction_Crash_Course_for_non-artists_hd.mp4

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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...

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From Theora to AV1: Transforming Video Workflows in Godot 4 (godotfest2025)

Godot’s video playback remains constrained by the outdated Ogg/Theora codec, limiting quality and integration. My talk introduces “Video Toolkit for Godot” (VTG), an open source extension proposing modern AV1 software decoding with cross-platform support. I’ll discuss VTG’s approach to future hardware acceleration, key design choices, and practical challenges. Attendees will see early results, with an open discussion welcomed to gather thoughts and suggestions. The built-in video playback in Godot 4 is still based on the legacy Ogg/Theora codec, and faces a few major constraints: 1. video quality and compression ratio are limited by an outdated...

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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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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...

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Plants, Polygons and Pixels: (godotfest2025)

Whether you're working on a stylized open-world game or a realistic landscape visualization, vegetation will be a major part of your application's graphics. But it's also uniquely tough to create and render: diverse habitats, delicate geometry, complex shading, and unique animation require an entire toolbox of tricks to look good. In this presentation, we'll showcase our easy and free workflows for creating 3D assets of realistic foliage and trees, reveal the most important shading tricks to get them looking great, and touch upon the use of impostors for level-of-detail. During the development of our large-scale...

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GdUnit4 live demo + technical overview (godotfest2025)

See how professional testing fits naturally into Godot. In this fast‑paced live demo, Mike Schulze (creator of GdUnit4) writes and runs tests for gameplay logic and scenes, showcasing fluent assertions, scene runners, and tight editor integration - so you can iterate faster with confidence. You’ll learn practical patterns for keeping projects shippable: structuring test suites, isolating dependencies, and wiring tests into CI to catch regressions early. Walk away with a clear checklist to bring robust, maintainable testing to your next Godot game. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/FZLLYC/
Video:godotfest-25-96-eng-GdUnit4_live_demo_technical_overview_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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Opening Remarks (godotfest2025)

Welcome to GodotFest 2025 - the first entry of the GodotFest event series! Join us as we kick off two exciting days of talks, workshops, and community connections. We’ll introduce the event, thank our sponsors, and set the stage for an amazing conference celebrating the Godot Engine and its vibrant community. Get ready to dive into technical insights, creative presentations, hands-on workshops, and networking opportunities with fellow Godot enthusiasts from around the world. Whether you’re a seasoned developer or just starting your journey with Godot, this is your moment to be part of something special. Licensed...

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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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