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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…
  continue reading
 
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…
  continue reading
 
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…
  continue reading
 
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 presentat…
  continue reading
 
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 p…
  continue reading
 
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 presentat…
  continue reading
 
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 p…
  continue reading
 
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 p…
  continue reading
 
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 presentat…
  continue reading
 
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…
  continue reading
 
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…
  continue reading
 
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…
  continue reading
 
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 CommunitiesLicensed to the public under http://creativecommons.org/licenses/by/4.0about this event: https://pretalx.com/denog17/talk/JVGJ8S/…
  continue reading
 
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 CommunitiesLicensed to the public under http://creativecommons.org/licenses/by/4.0about this event: https://pretalx.com/denog17/talk/JVGJ8S/…
  continue reading
 
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 CommunitiesLicensed to the public under http://creativecommons.org/licenses/by/4.0about this event: https://pretalx.com/denog17/talk/JVGJ8S/…
  continue reading
 
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 co…
  continue reading
 
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 p…
  continue reading
 
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…
  continue reading
 
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 o…
  continue reading
 
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…
  continue reading
 
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 p…
  continue reading
 
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 o…
  continue reading
 
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…
  continue reading
 
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 co…
  continue reading
 
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 p…
  continue reading
 
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 co…
  continue reading
 
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 o…
  continue reading
 
News from IXPs in GermanyAs 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/4.0about this event: https://pretalx.com/denog17/talk/CMR8MS…
  continue reading
 
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…
  continue reading
 
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…
  continue reading
 
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…
  continue reading
 
News from IXPs in GermanyAs 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/4.0about this event: https://pretalx.com/denog17/talk/CMR8MS…
  continue reading
 
News from IXPs in GermanyAs 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/4.0about this event: https://pretalx.com/denog17/talk/CMR8MS…
  continue reading
 
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 ab…
  continue reading
 
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 ab…
  continue reading
 
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 ab…
  continue reading
 
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 cre…
  continue reading
 
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 cre…
  continue reading
 
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 orie…
  continue reading
 
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 cre…
  continue reading
 
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 orie…
  continue reading
 
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 orie…
  continue reading
 
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…
  continue reading
 
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 a…
  continue reading
 
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…
  continue reading
 
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 a…
  continue reading
 
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 a…
  continue reading
 
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