
Chaos Computer Club - recent events feed
3,981 episodes — Page 33 of 80
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Godot’s video playback remains constrained by the outdated Ogg/Theora codec, limiting quality and integration.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 video quality and compression ratio are limited by an outdated compression algorithm 2. there’s no hardware decoding or zero-copy support 3. video streams can’t be directly accessed as textures for advanced use cases With the increasing demand for high-performance media integration in interactive projects, these limitations have become a bottleneck for creators. In this talk, I’ll introduce my open source GDExtension “Video Toolkit for Godot” (VTG) and demonstrate how it tries to overcome these roadblocks. The extension aims to establish AV1 as the new baseline for software decoding—offering improved quality-to-size ratios and maintaining cross-platform compatibility, even in environments lacking hardware support. As GPU vendors keep adding support for AV1 through the Vulkan API, I’ll show how VTG can be designed to embrace upcoming hardware decoding for seamless, resource-efficient playback. However, it’s not without its challenges. I’ll also address the hurdles that come with using AV1 today, especially the lack of performant hardware encoders, and outline how VTG’s architecture can support alternative codecs for platform-dependent scenarios during the transition period. Importantly, I’ll explain strategic design decisions—such as why VTG should avoid a dependency on libffmpeg—in favor of maintainability and licensing simplicity. VTG is still in its early stages of development; however, a functional prototype already illustrates its potential. I welcome the opportunity to share my insights and engage with the community to gather valuable feedback. Addressing practical challenges collaboratively will help develop a robust and future-proof video solution for the Godot platform. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/8J88XN/
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/
From Theora to AV1: Transforming Video Workflows in Godot 4 (godotfest2025)
Don't ship the wrong game! (godotfest2025)
DENOG17 Closing (denog17)
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 in future projects. How did we solve inter-object communication for modular entities? How did we profile the game and handle performance issues? What was the overall structure of the game? And what are the benefits of compiling your own Godot editor? In this talk we'd like to share some of our approaches to the technical problems we've been facing, some more successful than others. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/G3WASY/
A Peek Under the Hood: Technical Learnings from Halls of Torment (godotfest2025)
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 landscape visualization with realistic graphics, we have gained extensive experience with vegetation rendering in Godot. We share our insights in this presentation, going from an overview over the challenges of vegetation rendering to specific solutions. We'll present our asset creation pipelines for grass and trees using open source tools such as EZTree and Blender, and we'll also showcase our process for getting good-looking billboard plants from photographs. You'll get insight into our technology for efficiently scattering vegetation in an open world based on real geographic data, along with the shading tricks we use imitate the unique properties of foliage, with a focus on working with approximated geometry and getting good detail at multiple distances. Finally, we'll present examples of level-of-detail systems and impostors which make the vegetation system feasible for a large-scale open world. You'll leave this presentation with a comprehensive overview over the systems and shading methods needed for rendering foliage and trees in Godot, along with insight into a full production-ready large-scale vegetation rendering system. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/98N7XU/
DENOG17 Closing (denog17)
It's a wrap! Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/HLJTHQ/
Plants, Polygons and Pixels: (godotfest2025)
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? What is the difference to the data center with regards to hardware selection and lifecycle? Do we even have racks? And most importantly: Why can’t we just model a train in netbox? Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/K3HSNK/
Going Large: Extended Route Targets or Extended Confusion? (denog17)
Conventional BGP Route-Targets are not large enough for modern large-scale eBGP-only EVPN-VXLAN fabrics. We will look into a new type of Route Target I propose, the "Extended Route Target" based on BGP Large Communities Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/JVGJ8S/
You can’t just model a train in Netbox: About Architecting and running modern IT Infrastructure in Trains (denog17)
Godot meets JetBrains: (godotfest2025)
JetBrains Rider is a great IDE for Godot. But how does it work? In this talk, we'll take a behind the scenes look at how we build the Godot features in Rider. We'll cover some of the challenges we've faced while creating a good user experience for Godot development in C#, GDScript and C++. We'll see how we've made it easy to debug your game, either in C# or GDScript, and tell the story of adding unit testing support through GDUnit. We'll see how we write inspections for your code, and provide code completion for resources and other string value. And we'll look at how Rider's Godot features are open source and hosted on GitHub, with contributions welcome! Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/HERTJZ/
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 host in this. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/QNDD3G/
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 that are precision machined to work within the chosen fidelity to enable rapid development of beautiful looking content. Come and see how a handful of pixels can be greater than the sum of its parts! Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/CL8L3W/
Merging Service Provider Networks (denog17)
As the German service provider market slowly consolidates, network engineers and architects will increasingly face the complex challenge of merging service provider networks. This technical talk dives into the intricacies of integrating distinct IP/MPLS network infrastructures, focusing on practical considerations and potential pitfalls. Based on past experience, we will discuss the general approach to such a project, key architectural considerations, and challenges related to routing protocols and vendor interoperability. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/L7TDFF/
Less is More: Modern Approaches to Low-Fi Visuals (godotfest2025)
IXP Update (denog17)
News from IXPs in Germany As introduced 2021 we collect some parameters from all IXPs, which are active in Germany. This talk aggregates the Updates for all the IXPs in a common format and will be presented in a neutral way. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/CMR8MS/
IXP Update (denog17)
Fun with Optics (denog17)
This talk dives into the cutting-edge developments shaping today's silicon landscape, showcasing the leap to 800Gbps Ethernet and setting the stage for the transition toward 1600Gbps. We’ll spotlight Linear Interface Optics technologies and show how those can reduce the power consumption. To wrap up, we’ll explore the evolution of ZR and ZR+ optics. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/AXEKSR/
Fun with Optics (denog17)
Gyms, Zoos, and Museums (godotfest2025)
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 always mentions people do not read documentation. This even goes for us 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. For example, even back during the creation of Half-Life 2 in the 2000s, and we have examples of zoos, which are levels filled with art assets. Sometimes they are scattered by the kind of asset they are, sometimes they are built up into small vignettes that show how the assets can be combined. And these are still used nowadays, for example for de_nuke and de_aztec in Counter-Strike, and Skin Deep. These asset zoos provide a way for artists and designers to see what the assets are, how they fit together, what they look like in proper lighting, and allow them to document their usage in an interactive level, instead of pages and pages of text. The user experience of the developer becomes a part of the creation of the game, so that the context of the game is inside the game, instead of in an email, slack message, or confluence page elsewhere, where nobody will read it. This can then even be combined with NPCs, so that an NPC zoo is created. This then allows for easy testing of the NPCs, such as for quest design and shops. We can walk through the level, talk to each NPC, and not have to remember their name, what their spawn command is, where they are located in the world, or anything else, as everything is contained within one level. These levels can then be generated using existing folder structures, or manually set up by a lead level designer or art director, who can then make sure the right assets or NPCs are displayed in the level. We have seen the same be done for museums: Levels that contain examples of specific functionality for testing purposes. For example, Unreal Engine has these great museum levels for their cloth simulations, physics simulations and more. These museum levels can get incredibly large, similar to how documentation can get large, but because it they are in-game levels, it becomes much easier to see how something works, why it works that way, and can still include in-game text instead of being in an email, slack message, or confluence page elsewhere, where nobody will read it. Lastly, Gym levels allow for easy documentation and testing of user abilities. They show off the exact scales and angles of doorways, terrain, and where a player can and cannot walk. Instead of document that nobody will read about door heights, cliff angles, etc, you can have a clear and colorful live demo of player movement in the gym. The level is set up with everything necessary to quickly test the player character. Again, it is in-game, as a level, and interactive, allowing quick editing, changes, and testing directly within the applicable context, and not in an email, slack message, or confluence page elsewhere, where nobody will read it. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/TTCUNU/
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 shaping the game. Attendees will see how the project is structured to welcome contributors of all levels, what challenges and successes have emerged, and how Godot powers not just great games but inclusive, community-driven learning. This 25-minute talk will highlight how Endless Access is using Godot as both a development engine and a platform for collaborative, open-source learning. Speakers: Sarah Spiers, Senior Producer at Endless Access and former Development Director at EA, brings deep experience in studio production and a vision for collaborative, open practices in the games industry. Will Thompson, a long-time open-source developer and core contributor to Threadbare, bridges technical expertise with a mission to expand digital inclusion. Content & Flow: Introduction & Context (Sarah) – Why collaborative game development matters, how it reimagines the studio model, and what it means for opening pathways into game-making. Case Study: Threadbare (Will) – Demonstration of the open-source game in development, built with Godot and shaped by a growing global community. He will show contributor pathways, onboarding practices, and lessons learned from engaging first-time coders, artists, and writers. Takeaways – Attendees will leave with a clear understanding of how open-source models can be applied in their own projects, practical insights on structuring community-driven development, and inspiration for using Godot to support inclusion and learning. The talk combines industry perspective with an active case study, designed to resonate with both professional developers and educators seeking to expand access to game-making. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/S798HC/
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/
Making of DOGWALK (godotfest2025)
Collaborative Game Development with Godot: (godotfest2025)
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 once, but right” principle: reducing duplication and inconsistency - Assigning and tracking responsibilities that actually get done - Lessons from real-life audits and what works in lean teams - Tooling, automation, and pragmatic templates to stay compliant while staying sane We will demonstrate these concepts using open-source tools like: - **NetBox** for infrastructure inventory and network documentation - **Snipe-IT** for asset lifecycle management - **Zammad** for task and ticket tracking - **Eramba** for managing risk, controls, and policy compliance - **GitLab** for documentation, version control, and approval workflows These tools help create a practical compliance framework that integrates seamlessly into daily operations and supports both audit readiness and operational efficiency. This session is tailored for engineers, DevOps, and infrastructure managers at ISPs and hosting providers who want to build a compliant operation—without losing focus on uptime, performance, and business continuity. **You’ll walk away with concrete strategies and examples you can apply on Monday.** Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/DUMD8G/
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 losses in video streaming, gaming and online conferencing - especially in the evening. Network operators and content providers who are not prepared to pay for an uncongested connection suffer from poor service quality. An alliance of consumer protection, civil society and research is now taking action against this direct attack on the open and free internet. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/8NGPVU/
Slow network, fast money: How Deutsche Telekom breaks the internet (denog17)
Compliance in Practice: Making NIS2 and ISO 27001 Work in Daily Operations (denog17)
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/
CGNAT scale testing using TRex (denog17)
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 implemented differently or some endpoints are not necessary. In this talk, I will provide insight into the experience we have gained, how far we are currently, and what we still have planned. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/79G7TQ/
Baremetal Server Management with Redfish (denog17)
Godot Foundation Q&A (godotfest2025)
Do you have any questions about Godot you would like to ask the people at the Godot Foundation? After a short update about the projects we are working on, feel free to ask anything! Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/PDLJLM/
Godot Foundation Q&A (godotfest2025)
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 shortcuts, plugins and quirks you can utilize to use qGIS for your KMZ Collection and do a "first steps for people in the network industry" tutorial. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/HFMA8N/
The return of EGP or the curious case of the BGP Origin attribute (denog17)
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/
An introduction to qGIS for current Google Earth Users (denog17)
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 to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/JRSWFW/
Opening Remarks (godotfest2025)
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 cover: The history of the internet in Asia How routing has developed between countries within Asia and to the rest of the world Geographic influences on digital infrastructure across the region Geopolitical influences on network traffic and market access How AI is starting to influence subsea and IP networks in Asia Pacific Recommendations on how to make your digital infrastructure future ready to capture the growth opportunity in Asia Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/CAD9N7/
PPPoE vs IPoE: A Practical Guide for ISPs (denog17)
PPPoE vs IPoE: A Practical Guide for ISPs (denog17)
**Is PPPoE really legacy? Is IPoE really better? And what actually happens when something breaks?** This talk takes a hands-on look at PPPoE and IPoE (DHCPv4/v6) in real ISP environments, based on actual deployments, not just specs. We’ll walk through the key operational differences that show up when things get serious: high availability, failover, MTU handling, multicast, and how dual-stack plays out in practice. We’ll also dive into the hidden pain points, like why hardware offloading fails in unexpected places, why VLAN models (N:1 vs 1:1) must be considered here, and how session state behaves when routers crash or links go dark. There’s no silver bullet, but you’ll leave this session with a clear picture of the trade-offs. Whether operating PPPoE or IPoE, or stuck managing both, this talk gives you the good, the bad, and the “we didn’t see that one coming”. If you’ve ever had to troubleshoot weird subscriber issues at 2 AM or explain to management why “it’s complicated”, this talk is for you. Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/RMB983/
The Asian internet - A guide for the uninitiated (denog17)
Making Network Automation Consumable: A Junior Engineer's Perspective (denog17)
As a Junior Engineer, the consumability of a network automation tool can really make or break your experience. Some incredibly smart engineers and developers build amazing tools for specific use cases, but they can be tough to use unless you know all their quirks. This is especially frustrating when you're just starting out. That is why I want to share a small project I worked on including all the applications I used and what I learned from it. Fancy tools are great, but at the end of the day, someone has to actually use them—both now and in the future, right? Licensed to the public under http://creativecommons.org/licenses/by/4.0 about this event: https://pretalx.com/denog17/talk/VA9SFE/