Planet CCC - Blogs and more around CCC, CCC-Hamburg and Attraktor

November 04, 2026

Netzpolitik.org

Bezahlkarte für Asylsuchende: Berlin setzt Bargeld-Obergrenze aus

Bezahlkarte, im Hintergrund ein Einkaufswagen und ein EC-Karten-TerminalNicht überall lässt sich mit Karte zahlen. – Alle Rechte vorbehalten: IMAGO / Christian Ohde
In Berlin soll es vorerst keine Bargeld-Obergrenze für Geflüchtete mehr geben, die eine Bezahlkarte nutzen müssen. Der Flüchtlingsrat Berlin nennt das einen „Teilerfolg auf einem längeren Weg“. Ob die diskriminierenden Bezahlkarten in der Hauptstadt wieder abgeschafft werden, hängt auch von den Koalitionsverhandlungen ab.

by Anna Biselli at November 04, 2026 12:29 PM

Digitalgipfel: KI-Torschlusspanik

Thomas Jarzombek, Gitta Connemann und Markus Richter vor einer blauen FotowandNicht nur Digitalminister Karsten Wildberger, sondern auch Thomas Jarzombek, Gitta Connemann und Markus Richter (v. l. n. r.) vom BMDS waren auf dem Gipfel präsent. – Alle Rechte vorbehalten: Jens Oellermann
Künstliche Intelligenz als Treiber für die Wirtschaft: Das war das bestimmende Thema des diesjährigen Digitalgipfels. Dabei ist vor allem der öffentliche Sektor als Markt attraktiv, allen voran die öffentliche Verwaltung.

by Esther Menhard at November 04, 2026 08:18 AM

Digitalpolitik in Armenien: Transparenz in Krisenzeiten

Blick auf Jerewan mit einem großen Berg im Hintergrund.Jerewan ist Hauptstadt und politisches Zentrum von Armenien. – CC0: David Castor
Armenien erlebte in den vergangenen Jahren Krieg, Krisen und Revolution. Währenddessen blieben Gesetze zur Informationsfreiheit bestehen. Bei einem Ortsbesuch berichten Aktivist:innen und Medienschaffende aus dem Kaukasus-Land, wie sie sich für Transparenz engagieren und was sie sich für die Zukunft wünschen.

by Gastbeitrag at November 04, 2026 06:35 AM

November 03, 2026

CCC Media

The Return of Game Programming Patterns for Godot (godotfest2026)

At GodotCon Amsterdam 2026, "Game Programming Patterns for Godot" started with a tiny Reddit find, a cached getter and grew into a tour of underexplored patterns for real Godot projects. Then the video went online, and the comment section did what comment sections do: it argued, it questioned, and it asked for more. This sequel answers back. We'll address the most common (and most spicy) objections from the community head-on, with code, and then go further: new patterns that didn't fit in the first talk, each demonstrated in a real, shipping Godot project. The talk has three acts: Act I: A New Hope, Recapped. A fast, visual recap of the first talk's core idea. Act II: The Comments Strike Back. The top community objections and questions from the YouTube release, each answered with working code Act III: Return of the Patterns. Three patterns that didn't make the first talk, each shown in the context of my own released game, Tiny Drift: - State machines beyond the basics: pushdown automata for input and UI flows that plain enum-based FSMs handle poorly. - MVVM for game UI: separating game state from UI scenes using observable custom Resources; why this is underexplored in Godot and what it buys you in practice. - The Repository pattern with custom Resources: abstracting save data and content databases behind a data-source interface, and where the classic IRepository approach breaks down in GDScript. At GodotCon Amsterdam 2026, "Game Programming Patterns for Godot" started with a tiny Reddit find, a cached getter, and grew into a tour of underexplored patterns for real Godot projects. Then the video went online, and the comment section did what comment sections do: it argued, it questioned, and it asked for more. This sequel answers back. We'll address the most common (and most spicy) objections from the community head-on, with code, and then go further: new patterns that didn't fit in the first talk, each demonstrated in a real, shipped Godot project. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/UEWVJG/

Video:godotfest-26-8-eng-The_Return_of_Game_Programming_Patterns_for_Godot_sd.mp4

November 03, 2026 11:00 PM

Small Team, Big Leverage: Using Automation to Build Games Faster (godotfest2026)

Large companies use automation to reduce repetitive work, improve reliability, and help teams move faster. Many of the same ideas can be just as valuable for solo developers and small indie teams—without bringing along the complexity and bureaucracy of a large organization. This talk explores how automated builds, reusable development environments, continuous integration, testing, packaging, and versioned releases can increase development velocity and make ambitious projects more sustainable. Using the multiple open-source Godot projects I maintain as a real-world case study, I will show how automation makes it possible for one developer to support several platforms, dependencies, and release workflows at a scale that would be unrealistic to manage manually. This session looks at how solo developers and small teams can adapt proven engineering practices from large companies to gain more leverage from limited time and resources. The talk will cover practical techniques such as automated cross-platform builds, reusable dependency environments, continuous integration, testing, packaging, and versioned releases. It will also explore how tools such as godot-package can download specific versions of GitHub release artifacts, making dependencies explicit and helping projects reproduce known working configurations without unexpectedly breaking users. Drawing from my experience building and maintaining large, complex systems in professional software environments, I will show how I applied the same underlying ideas to the growing collection of open-source Godot extensions I maintain. Without automation, supporting these projects across multiple platforms and releases would be impractical for a solo developer. The focus will be on creating simple, repeatable systems that reduce manual work, prevent regressions, and make an otherwise unsustainable workload manageable. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/QRCMAP/

Video:godotfest-26-39-eng-Small_Team_Big_Leverage_Using_Automation_to_Build_Games_Faster_hd.mp4

November 03, 2026 11:00 PM

The 5-Phase Game Jam Framework: Bringing Structure to Chaos (godotfest2026)

Game jams are exciting, but they're also chaotic. Many participants lose valuable time, over-scope their ideas, or spend days polishing features that players never experience. Over the past five years, I've completed more than a dozen game jams and developed a simple five-phase framework that brings structure to the entire process, from choosing an idea to publishing the final build. This talk walks through each phase of the framework, covering planning, execution, polishing, submission, and post-jam visibility. Rather than focusing on specific tools or engine features, the framework is built around habits and decision-making that work regardless of experience level. Whether you're entering your first game jam or your fifteenth, you'll leave with a repeatable process that helps you finish stronger games with less stress. Every game jam begins with ambitious ideas, but finishing a polished game requires a lot of decisions under intense time pressure. This session breaks those decisions down into a practical five-phase framework that attendees can immediately apply in their next jam. **Phase 1 - Planning:** Turn the jam theme into a unique, achievable game idea, brainstorm effectively, control the scope, and use a one-page "Mini GDD" to organise ideas before opening the engine. **Phase 2 - Execution:** Learn how to stay productive under pressure by following a clear plan, prioritising the core gameplay loop, keeping mechanics simple, choosing technology that fits the deadline, and knowing when "good enough" is the right decision. **Phase 3 - Polishing:** Learn how to make a game feel finished by adding impactful feedback, creating intuitive tutorials, and using game juice to make every player interaction feel satisfying. **Phase 4 - Finalising:** Avoid last-minute disasters by testing exported builds, planning around the deadline instead of racing it, and learning why I treat uploading several hours early as a non-negotiable rule. **Phase 5 - Post-Jam:** Give your game the first impression it deserves by presenting it effectively with compelling screenshots, GIFs, and descriptions that encourage players to give it a chance. Throughout the session, I'll share real examples from my own game jams, highlighting both successful decisions and mistakes that taught valuable lessons, alongside practical techniques attendees can immediately apply in their next jam using Godot. Winning a jam is never guaranteed, but consistently finishing polished, enjoyable games is something you can prepare for. This talk is about building the habits and workflow that help you do exactly that. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/MXVUPL/

Video:godotfest-26-21-eng-The_5-Phase_Game_Jam_Framework_Bringing_Structure_to_Chaos_hd.mp4

November 03, 2026 11:00 PM

Metalab

MetaFest Orgameeting (2026-11-08 15:00:00)

MetaFest Orgameeting (2026-11-08 15:00:00)

November 03, 2026 09:00 PM

CCC Hamburg

Congress Ticket Klick Parties

Ihr möchtet ein Ticket für den Congress kaufen, wollt aber nicht alleine vor eurem Rechner sitzen? Dann kommt bei uns im Club vorbei, und lasst uns gemeinsam klicken!

Wir öffnen unsere Türen zu diesen Zeiten:

Wichtig! Ihr müsst exakt zum Starttermin vorbereitet sein und dann ganz schnell im Browser klicken. Deshalb öffnen wir unsere Tür schon eine Stunde von der eigentlichen Uhrzeit, zu der der Ticketverkauf beginnt. Die Zeiten oben sind die Tür-Öffnungs-Zeiten, der Ticket-Verkauf beginnt jeweils eine Stunde später. Die Details zum Vorgehen findet ihr unter 40C3 Presale: Modus Operandi.

Bring ein Laptop oder ein Tablet mit. Mit einem Handy geht es auch, ist aber ein bißchen fummelig.

by stb at November 03, 2026 08:00 PM

Netzpolitik.org

„Medienspiegel“-Sonderpreis: Off-the-Record-Podcast erhält Auszeichnung für transparenten Journalismus

Bilderrahmen mit UrkundeDanke für die Auszeichnung!
Unser Podcast „Off the Record“ wurde ausgezeichnet! Einmal im Monat nehmen wir euch mit hinter die Kulissen, das wurde nun mit einem Preis für transparenten Journalismus gekürt.

by netzpolitik.org at November 03, 2026 04:08 PM

Digitalgipfel: Im Takt der Wirtschaft

Friedrich Merz schüttelt einem Roboter die Hand, im Hintergrund Digitalminister Wildberger.Bundeskanzler Friedrich Merz und Digitalminister Karsten Wildberger auf dem Digitalgipfel 2026. – Alle Rechte vorbehalten: BMDS/Jens Oellermann
Auf ihrem Digitalgipfel vergab die Bundesregierung die Chance, über die gesellschaftliche Regulierung von KI zu sprechen. Stattdessen ging es einmal mehr um Wirtschaftswachstum und Datennutzung. Ein Kommentar.

by Daniel Leisegang at November 03, 2026 03:04 PM

"Handy-Blitzer": Verkehrsminister möchte in alle Autos filmen

Kamerasystem filmt von einer Autobahnbrücke auf die fahrenden Autos.Das Kamerasystem "Monocam" ist ein als "Handy-Blitzer" eingesetztes System. – Alle Rechte vorbehalten: Imago / Einsatz-Report24
Eine neue Form der anlasslosen Massenüberwachung steht bundesweit vor der Tür. Mit KI-gestützter Videoüberwachung sollen Handy-Sünder am Steuer überführt werden. Doch Datenschützer warnen schon lange, dass die Systeme auch für anderes nutzbar wären.

by Markus Reuter at November 03, 2026 01:28 PM

November 02, 2026

CCC Media

Continuous community driven translations with gettext and Weblate (godotfest2026)

Using **gettext** and a continuous translation platform like **Weblate** allows translators to use a **simple web view** to translate and gives developers a simple way to **pull the changes through git**. This talk will cover the basic setup and some tricks I learned while developing 99Managers Futsal Edition with over **60 translation contributors and 16 languages** (and counting...). Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/FAMRTE/

Video:godotfest-26-9-eng-Continuous_community_driven_translations_with_gettext_and_Weblate_sd.mp4

November 02, 2026 11:00 PM

Keynote: Tools Change, Craft Remains - Reflections on Godot, AI and the Future of Making Games (godotfest2026)

Every generation of game developers has seen its tools change, from custom in-house engines to open-source editors like Godot. AI is the newest change, and it is already part of many professional workflows. It also raises real questions about credit, quality and creative ownership, and those questions deserve careful answers rather than quick verdicts. This keynote reflects on where making games is heading, what AI can and can't do for developers, and why the Godot community is well placed to help shape it. Tools will keep changing; the craft remains. Our shared task is to make sure the tools keep serving the craft. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/BBVKBH/

Video:godotfest-26-71-eng-Keynote_Tools_Change_Craft_Remains_-_Reflections_on_Godot_AI_and_the_Future_of_Making_Games_sd.mp4

November 02, 2026 11:00 PM

Building Your Discord Server Through Every Stage of Game Development (godotfest2026)

This talk runs through setting up a Discord server to help game developers as they build and grow their games. It talks about how to set up moderation, create channels, create roles, get feedback, run events, and interact with the community. It steps through how these things change as a dev's game goes from prototype to beta to release. Your Discord server isn't just a community, it's a development tool. This talk walks through building a server that works for you at every stage of your game's development. We'll talk about channels, roles, events, moderation, and how to bring players straight from your game into your community and keep them engaged. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/AZLG7R/

Video:godotfest-26-69-eng-Building_Your_Discord_Server_Through_Every_Stage_of_Game_Development_sd.mp4

November 02, 2026 11:00 PM

Multiplayer Bloopers: Common networking pitfalls explained with painful examples (godotfest2026)

Your game works perfectly until other players show up with their own version of reality. This is a light, fast tour of the classic multiplayer bugs: why they happen, how to fix them, and how to fix the fix. Networking breaks your game in ways that are hard to explain, easy to laugh at, and even easier to misdiagnose. Players will call all of it lag. You will blame the server. It is usually neither. This talk walks through the common ways multiplayer goes wrong: why each one happens, what the usual fix is, and what that fix quietly breaks in return. No code or netcode background needed. If you are adding multiplayer to your game, or already shipped it and are now reading the reviews, this one is for you. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/WXYKTM/

Video:godotfest-26-67-eng-Multiplayer_Bloopers_Common_networking_pitfalls_explained_with_painful_examples_sd.mp4

November 02, 2026 11:00 PM

Shipping 3D Cross-Platform on a Shoestring Budget: A Solo Dev's Postmortem (godotfest2026)

How do you ship a 3D educational game for Web, Desktop, and Mobile in Godot 4 on a tight budget? In this postmortem of "The Masked Particle," I will share my survival strategies as a solo dev. Drawing from 1.5 years of building hypercasual mobile prototypes in 2-week sprints, I will show how that "need for speed" helped me build momentum in the crucial early stages of this Godot project. You will learn how to manage a mixed asset pipeline without in-house artists, build pragmatic responsive UIs, and discover a massive performance hack: simulating a complex 3D particle detector using lightweight 2D line draw calls for smooth web and mobile exports. This session is aimed at indie developers, freelancers, and solo devs who want to build and release cross-platform projects in Godot 4 without burning out or breaking the bank. **Talk Outline:** - The Setup & Prototyping Mindset: Introducing "The Masked Particle" and the constraints of targeting Web/Desktop/Mobile. I will briefly touch on how my background in 2-week hypercasual sprints helped me scope the project and gain speed during the crucial early prototyping phase. - The Pragmatic Pipeline: How to build a 3D game without a 3D artist. A look at mixing store assets, outsourcing work, and AI backgrounds to stay on budget. - Good Enough UI: Utilizing Godot's Control nodes to build a single UI that works on big desktops as well as small smartphones, prioritizing shipping readiness over perfection. - The "Fake 3D" Hero Hack: A deep dive into web and mobile performance optimization. I will show how I avoided melting GPUs by simulating a complex 3D view into a particle detector using performance-friendly 2D line draw calls. - Q&A Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/RJSRWU/

Video:godotfest-26-65-eng-Shipping_3D_Cross-Platform_on_a_Shoestring_Budget_A_Solo_Devs_Postmortem_sd.mp4

November 02, 2026 11:00 PM

LOVE,DOGS+ROBOTS .NET, C#, and Godot everywhere! (godotfest2026)

Come on a journey where we explore what's possible with Godot 4.7, 4.8, and .NET 10 / 11. I'll share findings, fascinations, and funny bits about my love for Godot with .NET; the things many developers long for, and how **Godot** and the **Godot community** helps us find them. ### Live Demo: [2dog.dev](https://2dog.dev) We'll go through the motions of porting a real C# Godot game to HTML5 and WebAssembly for publishing on [itch.io](https://itch.io) ... live on stage. **Woof, or oof?** Don't worry, it's really just about as easy as typing: ``` dnx 2dog add dotnet publish ``` Voilà! ### Treats 🦴 In version 4.6, `libgodot` became an official part of Godot. Now Godot 4.8 brings .NET 10, but what does that really _mean for us_ developers? Both Godot and 2dog (which really _is still Godot,_ just a little backwards) have much more in store, with the brand new `godot-dotnet` and C# bindings on the horizon. Let's peek at some advancements coming from the .NET ecosystem with .NET 10 and 11. ## Who is this talk for? Developers using C# with Godot, for anything from applications, game jams, prototypes, and entire games ready to ship on Steam tomorrow. ## What to expect? An overview of where Godot and C# is in actual use, in games and application development. See **2dog**, a concrete, free, and easy to apply use case of `libgodot`. It turns out it can do *a whole lot of very useful things* for game developers on every level. - Publish Godot C# games to WebAssembly for the browser - Run xUnit, GdUnit, or NUnit tests from your IDE, the CLI, or CI - Import resources through MSBuild tasks - Add another layer of .NET code around an existing game ## But why? In late 2025, I went on a journey to learn the innards of Godot and find a way to write my own importers and unit test runners. I was also still waiting for Godot and the promised C# web exports since version 4.1 ... then I met some amazing folks from the community at GodotCon Berlin and Amsterdam, and the rest was pure magic. **Stay a while and listen!** 🦴 Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/RFNWCH/

Video:godotfest-26-6-eng-LOVE_DOGS_ROBOTS_NET_C_and_Godot_everywhere_sd.mp4

November 02, 2026 11:00 PM

No Big Rewrites! Incrementally Porting GDScript to C++ with GDExtension (godotfest2026)

Take an example GDScript class and port it to C++ with me! We'll compare the benefits and tradeoffs of multiple approaches. Finally, I'll show my preferred method which allows for moving code to C++ incrementally and safely. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/ZFVM3B/

Video:godotfest-26-58-eng-No_Big_Rewrites_Incrementally_Porting_GDScript_to_C_with_GDExtension_sd.mp4

November 02, 2026 11:00 PM

TestFlight for Godot Developers: Playtesting Games on Apple Platforms (godotfest2026)

Practical overview of using Apple’s TestFlight to playtest and distribute Godot games. Learn how to set up staged rollout channels to test updates with targeted user groups, configure feedback channels, and structure "What to Test" prompts that yield useful player insights. We'll showcase onboarding new playtesters and gathering their feedback in real time. The talk also covers navigating platform constraints, clarifying what TestFlight can measure vs where you must implement custom telemetry, promoting validated builds directly to the App Store, and using the ShipGodot editor plugin for easy cross-platform deployment. This talk provides a practical guide to playtesting and releasing Godot games on Apple platforms. No prior Apple developer experience is required. **Topics covered:** - TestFlight Overview - Creating staged rollout channels to test updates with targeted user groups. - A live demo showing how easy it is to onboard new playtesters and receive their feedback. - Setting up the feedback channel and structuring "What to Test" prompts to get honest, and useful insights from playtesters. - Handling TestFlight constraints, what can be measured with it and where you need to implement your own telemetry - Promoting validated builds directly to the AppStore - Using ShipGodot editor plugin for easy cross-platform deployment Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/JUMP8X/

Video:godotfest-26-53-eng-TestFlight_for_Godot_Developers_Playtesting_Games_on_Apple_Platforms_sd.mp4

November 02, 2026 11:00 PM

The basics of Image Composition (godotfest2026)

How to compose a balanced and strong image is a skill that is relevant for any gamedev, not just artists. I will go over some tool that we use in Illustration, so that your Storefront graphics, Video Thumbnails, Cutscenes, Ui and Leveldesign visuals will improve :) We will go over examples of strong compositions and then look at individual "tools" that will help you create clearer and better images: Visual hirachy, Colors & Contrast, Shape language, Text and Spacing. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/QVRYE3/

Video:godotfest-26-50-eng-The_basics_of_Image_Composition_sd.mp4

November 02, 2026 11:00 PM

Ichor Online: Building a Massive Multiplayer Online RPG in Godot (godotfest2026)

Building an MMORPG as Indie Devs: workflows, scope management, lessons learned and leveraging the power of SpacetimeDB with Godot. Building an MMORPG comes with big challenges across content production, large-world tooling, rendering many entities, connection management, latency, netcode and networked physics. This talk explores how we’re combining Godot, SpacetimeDB, and Blender to approach these problems while building Ichor Online. We’ll share our architecture, workflows, lessons learned, and practical trade-offs. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/7YUGET/

Video:godotfest-26-49-eng-Ichor_Online_Building_a_Massive_Multiplayer_Online_RPG_in_Godot_sd.mp4

November 02, 2026 11:00 PM

From Alpha to Z-Test: A trip through Godot's renderer (godotfest2026)

In this talk I will break down how Godot's Forward+ renderer works starting from where it fits within the overall game frame to individual choices for major features. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/8BNKRM/

Video:godotfest-26-47-eng-From_Alpha_to_Z-Test_A_trip_through_Godots_renderer_sd.mp4

November 02, 2026 11:00 PM

The Price of Rushing Preproduction - Vultures: A "Turn-Based Resident Evil" Postmortem (godotfest2026)

Preproduction should be the space where you experiment with mechanics and figure out what game you're actually building. But if you never stop throwing out new ideas, you can get stuck exploring forever without ever locking anything down. However, finishing it with a lot of "we'll figure out later," and not measuring the impact of changing mechanics or levels during production, can be risky. This talk breaks down what rushing preproduction actually cost Vultures - Scavengers of Death. Vultures - Scavengers of Death started as a text based roguelike prototype, then a small 3D vertical slice built in Godot 3. That vertical slice became our demo, and it did its job, it proved the core mechanic worked, turn based tactics that played like Resident Evil. We got funded and started working on the game without being aware of how much everything else would actually cost: story, levels, enemy design, even the bosses. We cut preproduction short under the pressure of hitting our release commitments with the publisher. That decision followed us through the rest of production, and it showed up exactly where we couldn't afford it, the final weeks before launch. This talk covers three years of prototyping, pitching, and producing Vultures, told through the real production timeline of a two person studio shipping a commercial game in Godot.. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/DBRFQC/

Video:godotfest-26-46-eng-The_Price_of_Rushing_Preproduction_-_Vultures_A_Turn-Based_Resident_Evil_Postmortem_sd.mp4

November 02, 2026 11:00 PM

Why You Should Develop and Release on Console First (godotfest2026)

Traditionally, indie studios and small teams developed for a single console first before porting to PC—a tradition that has since flipped to "Steam first." This talk challenges that modern default. By exploring the technical advantages of a single hardware spec, the business benefits of dedicated console audiences, and the artistic merit of crafting a canonical, intended experience, we will examine why developing for console first might be the smartest strategic decision for your studio. In this 50-minute session, we will dive deep into the strategic advantages of developing and releasing your game on a console first. Drawing from my history working on early XBLA titles, PlayStation Strategic Content, and Dreams, this talk unpacks why the "PC-first" mentality became the default and why shifting your focus back to console can elevate your game. We will break this down into three core pillars: Technical, Business and Artistic. The biggest barrier is often simply knowing you can. In a world of distraction and slop you can always grow and expand in the future. Why not FOCUS, make interesting technical decisions, different business choice and strong artistic choice in developing for one console first. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/QQWXL9/

Video:godotfest-26-41-eng-Why_You_Should_Develop_and_Release_on_Console_First_sd.mp4

November 02, 2026 11:00 PM

Building A Multiplayer Network for Digital Twins in VR/AR (godotfest2026)

The LSU distillation columns is an advanced structure that gives opportunity for students to operate and experience commercial chemical equipment that follows specialized design standards. With the scale and complexity of the LSU distillation columns, creating a digital replication of the towers with a multiplayer system transforms learning, for both professors and students are able to analyze and study the facility without physical attendance. The multiplayer network facilitates real-time collaboration in a 3D digital environment through virtual reality (VR) and augmented reality (AR). To create a collaborative experience, the development between a multiplayer network, digital twin technology, and VR/AR environment enables an interface connecting data, systems, and people. The system will allow multiple people to thoroughly immerse, communicate effectively, and collect information simultaneously through a multitude of devices. Using digital twins in academics is an extension of learning and a different study method before firsthand operations. This presentation aims to share the challenges that arise within a shared virtual reality and multiplayer systems interactions. In addition, it demonstrates how accessible and scalable it is to implement across diverse platforms with open-source software, making it compatible for applications in education, research, and industry. This project focuses on creating and implementing digital twins of the LSU distillation columns through open-source software. Open-source software is important because it allows more flexibility to modify and improve designs over time as well as be transparent and accessible. We found that open-source software is highly capable and accessible in our workflow when creating interactive digital twins. Using data from lidar or photogrammetry, a point cloud is generated from an application like CloudCompare for accurate measurement, scale, and location of the environment. This point cloud served as a precise reference when constructing the 3D model on a large-scale system. Blender’s dynamic toolset allowed the team to create a detailed visualization of the data in an efficient manner. Shifting the 3D model into Godot, interactivity with user movement, object information, and world navigation was added to the application. Blender and Godot are meant to work together and the reason why we chose these specific programs is because they are fully free. Freedom to build, modify, and share what is made. They are made for the user. Finally, for version control, Github was used to track all the changes. Each of these open-source tools are adaptable and significantly robust for building both optimal digital twins and high-fidelity digital twins. Pipeline: Lidar/Photogrammetry: - Point cloud generated from images provided accurate scale for models Blender: to model the 3D environment - Create a master file to combine separate 3D parts - Individual team member files are linked to the master file - Establish a material legend and asset library for consistency Godot: to handle the VR/AR system - Multiplayer system: backend network - Toy model mode - VR/AR mode - Interactive aspects such as a drawing function and hovering to show information Github: to source control - Documentation - Tracking and maintaining files This aims to use Blender to model the 3D environment and Godot to handle the VR/AR system. Important features include multiplayer system, toy model mode, VR/AR mode, and other interactive aspects such as a drawing function and hovering to show information. The main emphasis is the multiplayer network as this allows multiple users to interact with the 3D surroundings and collect necessary information in real-time. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/P3UM83/

Video:godotfest-26-37-eng-Building_A_Multiplayer_Network_for_Digital_Twins_in_VR_AR_sd.mp4

November 02, 2026 11:00 PM

Console Development Unlocked: Bringing Your Godot Game to PS5, Xbox & Switch (godotfest2026)

Bringing a Godot game to consoles involves much more than getting the engine to run on the hardware. In this talk, I'll walk through what it actually takes to bring a Godot game to PlayStation, Xbox, and Nintendo Switch, from becoming an approved console developer and getting access to development hardware, to choosing a Godot console port, preparing your game, and getting through certification. We'll look at practical lessons for building a console-ready Godot project, including platform-independent architecture, input and controller handling, save games, performance, loading times, platform services, and certification requirements. I'll also share real-world experience from console development with Godot, including case studies such as The Dark Queen of Mortholme and Astra Bestiary, and look at other Godot games making their way onto consoles. The goal is to give you a practical understanding of the entire journey, from having a Godot game on PC to actually shipping it on a console. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/3PAYYA/

Video:godotfest-26-36-eng-Console_Development_Unlocked_Bringing_Your_Godot_Game_to_PS5_Xbox_Switch_sd.mp4

November 02, 2026 11:00 PM

Godot & Accessibility - Creating the Utmost Freedom (godotfest2026)

Discover the essentials of accessibility in games and learn how to make your great work enjoyable for so many more users - using incredibly simple methods! We might not realize it at first, but accessibility plays a role in virtually **_every_** aspect of our life - whether by wearing glasses or hearing aids, living with physical limitations or sustaining sensory overloads. Even the brightness level of the screen on which you are currently reading this text can be considered an accessibility or quality-of-life feature! **In this short talk, I focus on the topic of general accessibility in games, including:** - An explanation of what accessibility actually is and why it is so important. - How small and simple (UI) optimizations can make a **_huge positive difference_** for many users. - An overview of tools available to (indie) developers. - Why forcing accessibility is a bad idea and why it is (sadly) impossible to optimize games for every single individual. So, join me on this little journey through virtual realms of boundless freedom, and let’s discover new ways of making games as accessible as possible - after all, it enhances **everyone's** enjoyment of your fantastic works! ♥ Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/GFUZ9L/

Video:godotfest-26-35-eng-Godot_Accessibility_-_Creating_the_Utmost_Freedom_sd.mp4

November 02, 2026 11:00 PM

Crashes Don't Care What Language You Wrote Your Game In (godotfest2026)

A Godot game is rarely written in just one language. You've got GDScript for gameplay, more and more C#/.NET for the heavier systems, and native C++ through GDExtension underneath. Then you export the whole thing to Windows, Linux, macOS, Android, iOS, the Web, SteamOS/Proton, and - for some of us - consoles. Every one of those languages fails differently. Every one of those platforms reports and symbolicates crashes differently. So when a player hits a bug you can't reproduce, the problem is collapsing that entire grid of languages and platforms into one readable issue, no matter what threw it or where it died. This talk walks through that problem end-to-end, using Sentry's Godot SDK - recently expanded with first-class .NET support - as the example. We'll look at how a GDScript error, a C# exception, and a native crash differ; how the same crash has to survive Android tombstones, WASM in the browser, and the Proton translation layer on SteamOS; and how you can still get all of it back as a single, grouped, source-mapped issue. It's a talk about the messy reality of shipping a Godot game everywhere at once - and how to stay sane while doing it. **You write in three languages and ship to eight platforms. A crash can come from any cell in that grid. You need to turn that grid back into one clear answer.** Most crash-reporting talks assume one language and one platform. Godot oftenbreaks both assumptions at the same time, which is exactly what makes it relevant for all Godot developers,whether they're all-in on GDScript, betting on C#, or dropping into native code for performance. ## Axis 1 - The languages: three ways a game can fail Under one engine, "an error" means three different things: * **GDScript** - Errors come from the engine's own script VM. You want the script, the line, and the game state around it, captured live as the game runs. * **C#/.NET - The newest and fastest-growing surface.** These are managed-runtime exceptions with their own stack shape, and the SDK now captures them as first-class events (including script context and variable values on the platforms that support it). Godot's C# community has been waiting on solid tooling here, which is a big part of why this talk is timely. There's even a build-time check that nudges C# developers toward the Godot-aware SDK instead of the raw one, a small thing that prevents a lot of misconfigured setups. * **Native / GDExtension (C++)** - When your own native module or the engine itself crashes, you don't get an exception at all; you get a full-process minidump from an out-of-process handler. A completely different capture model from the two above. The point for the audience: these aren't three flavors of the same thing. They fail differently, they carry different context, and unifying them means agreeing on what an event even is before you can put them together in one list. ## Axis 2 - The platforms: the same crash, eight hostile environments Now take any of those failures and ship it across Godot's export targets. Each one has different rules: * **Desktop** (Windows / Linux / macOS) - the baseline, and even here you're juggling different symbol formats and, on Apple, a separate underlying SDK. * **Android** - its own crash world: tombstones, ANRs ("Application Not Responding"), app hangs, and multiple CPU architectures to build and symbolicate for. * **iOS** - managed through the platform's native tooling, with its own signing and symbol quirks. * **Web (WASM)** - your game is now running in a browser sandbox; a crash looks nothing like it does on desktop. * **SteamOS / Proton** - your Windows build running through a translation layer on Linux. When it crashes, which stack are you even looking at? One example: under Wine the thread's stack bounds can report back wrong, so the crash handler tries to capture a wildly oversized stack - the SDK has to detect that it's running under Proton and rein the capture back in. * **Consoles** - locked-down platforms where you can't just drop in a standard crash handler at all. This axis is where a lot of the complexity lies and it's the part many devs underestimate until they ship. Turning the grid back into one answer ## The payoff of the talk is how the two axes come back together: * **One SDK, many engines underneath.** The Godot SDK is built as a GDExtension that quietly composes several native SDKs (the native/C++ crash backend, plus the Apple, Android, and Web SDKs) and presents a single, clean GDScript and C# API on top. You write against one interface; it fans out to the right machinery per platform. * **Normalize, then symbolicate.** Events from three different runtimes get normalized into one shape, and then each is mapped back to your source - GDScript line, C# frame, or native symbol - using the right method for that platform. * **One list, grouped and readable.** A C# exception under Proton and a native crash on Android end up side by side as grouped, source-mapped issues - plus Godot-native context like the scene tree, a screenshot of what the player saw, breadcrumbs, and device info. * **Where it's heading.** Once every language and platform lands as structured, richly-contextual data, that context becomes the raw material for AI-assisted root cause - a natural, non-salesy closing note. ## Under the hood: how the layers actually talk (and where it got messy) This is the technical spine I'd want to give the talk real weight. Focus on the handful of design decisions and hard-won bugs that make the "one clean issue" illusion hold together. It's the part senior devs in the room will recognize from their own native/managed bridges. * **One interface, swappable backends.** Everything the public API does - set a tag, add a breadcrumb, capture an event - goes through a single internal C++ interface. Desktop fulfills it with the native/crashpad backend; Apple, Android, and Web each plug a different underlying SDK in behind the exact same interface. The GDScript or C# you write never knows, or cares, which one answered underneath. * **The C#↔native bridge is hand-built**, and it's mostly about strings and structs. Godot's C# layer doesn't get to use a normal SDK. The managed and native sides talk over a raw function-pointer boundary. Native registers a table of callbacks C# can invoke; C# imports a matching set of native entry points. Every string crosses as a raw UTF-16 pointer + length with explicit handoff, and every struct has to have byte-for-byte identical layout on both sides. Get one field out of order and there's no compiler to catch it - you get a crash while reporting a crash. * **Keeping scope in sync without an infinite loop.** Set the user, a tag, or a breadcrumb in C#, and it has to also show up on a native crash that C# never sees - so each layer observes the other and mirrors changes across. The obvious trap: native tells managed, managed's own observer tells native, which tells managed… forever. The fix is a small thread-local re-entrancy guard so a change that arrived from a sync doesn't echo back out. * **The SDK crashing on its own crash reports.** We hook Godot's error stream to turn engine errors into events - but our own code can log errors, which we'd then capture, which logs more errors. That's a feedback loop, and done naively under a lock, a deadlock. Making it safe took a recursion-depth guard, filtering out our own log output by prefix, and a hard rule to never emit an error from inside the per-frame handler. * **Error storms.** One bad line in _process() throws the same error every single frame. With no limits you'd ship 60 identical events a second and set the player's machine on fire, so there's per-frame caps, a throttling window, and per-source-line dedup - plus deliberately looser limits for the first few frames of startup, where a burst of errors is normal. * **"Is this even a C# error?"** C# exceptions arrive through the same logger as GDScript errors - sometimes tagged with a .cs file, but on the Mono runtime sometimes with an empty file, so we fall back to sniffing the backtrace's language name to route it to the .NET layer. And then symbolication itself: GDScript source we can pull live from the running script VM, but in an exported .NET game the assemblies live inside Godot's packed, compressed virtual filesystem - no file on disk for the .NET SDK to open, so every managed frame comes back as unknown_image. The workaround is handing the SDK a fake seekable "file" that reads those bytes back out through Godot's own filesystem, and only the two small slices it actually needs. The theme across all of these: the friendly one-line API is easy; what's hard is the plumbing underneath that keeps three runtimes agreeing on what happened, without deadlocking, looping, or lying about where the crash came from. ## Key Takeaways * **"One language, one platform"** is a fantasy for Godot devs. Design your error handling for the whole grid from day one. * **GDScript, C#, and native failures are genuinely different** - knowing how they differ is the first step to unifying them. * **Your export targets are where reproducibility goes to die** - Proton, Web, Android, and consoles each change what a crash even looks like. * **GDExtension is a powerful seam for wrapping native capability** behind a friendly GDScript/C# API - crash reporting is one worked example of a general pattern. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/EALHBY/

Video:godotfest-26-27-eng-Crashes_Dont_Care_What_Language_You_Wrote_Your_Game_In_sd.mp4

November 02, 2026 11:00 PM

What Our Unity Team Got Wrong (So You Don't Have To) (godotfest2026)

We migrated a team from Unity to Godot - not as beginners, but as experts whose Unity instincts actively worked against us. The habits that made us fast in Unity quietly produced brittle, un-idiomatic Godot code, and the bill came due within weeks. This is the honest post-mortem of our first month: the mental models that collided, the muscle memory that backfired, and the day source control broke. For each, we'll show what we assumed, what actually happened, and the convention that fixed it - so your first month is shorter and less painful than ours. Most "switching to Godot" talks target newcomers. This one is for teams who already know how to ship - because migrating experienced engineers is a different, harder problem. Your expertise doesn't transfer cleanly; it misleads you. Godot looks enough like Unity that you reach for familiar patterns, and those patterns are exactly what produce fragile code. We'll walk through the specific collisions our team hit, in three buckets: **Mental models that don't map 1:1**: - GameObjects-and-Components vs. nodes-and-scenes - Prefabs and variants vs. PackedScenes and scene inheritance (where instancing and overrides genuinely differ) - ScriptableObjects as Data Containers vs. Resources - `Update()` vs. `_process`/`_physics_process`. **Muscle memory that backfired**: - Porting Unity's singleton/manager soup straight onto autoloads - The `GetComponent
()` reflex becoming `get_node()` coupling - And the big one, "we already know C#, so we'll just use C#". The honest team tradeoff between GDScript and C# _(iteration speed, export pipeline, community examples)_. **The day git broke**: - Scene and resource files are text now: diffable, but conflict-prone. - How we kept scenes small and reviewable - what to commit vs. ignore We're just one team, one project into Godot - so this is what worked for *us*, not a definitive playbook. But if sharing our wrong turns spares you a little of the trouble they cost us, that's a win. **Audience:** engineers, tech leads, and studio decision-makers considering or mid-migration. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/EJG9MJ/

Video:godotfest-26-19-eng-What_Our_Unity_Team_Got_Wrong_So_You_Dont_Have_To_sd.mp4

November 02, 2026 11:00 PM

Backstitch: Real-Time Version Control for Godot (godotfest2026)

Our open-source version control plugin, [Backstitch](https://backstitch.dev/), enables fast collaboration for dev teams, game jams, and classrooms! Are you an artist who struggles with Git merge conflicts, and broken Godot scenes? Or perhaps you're a programmer who keeps handling your team's Git problems, instead of writing code? Maybe you teach Godot to students, and half your time is spent fixing Git mistakes? Game development includes a diversity of roles, and not everyone can be expected to learn or teach Git. Its learning curve is way too steep, and less-technical participants can end up locked out of Godot entirely. Plus, Git was built for code -- games are a lot more than code! Enter [Backstitch](https://backstitch.dev). Our open-source Godot plugin allows for real-time collaboration, similar to a Google Doc. You can... - See a history of changes, including visual diffs - Revert to previous versions - Create and merge branches ... all without leaving the editor. Most importantly, you're *never* stuck with a broken scene. Everyone's changes are intelligently merged together, automatically. Backstitch is great for game jams, or remote, asynchronous work. It is also excellent for classrooms! The plugin grew out of a collaboration with the Endless Foundation, who teach game development with Godot, and needed a better solution for students than Git. In this talk, we'll cover the challenges of version control in game development, what we've learned from students, and what collaboration can look like when everyone on the team can work together. Everyone deserves equal access to version control! Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/HSYC8B/

Video:godotfest-26-11-eng-Backstitch_Real-Time_Version_Control_for_Godot_sd.mp4

November 02, 2026 11:00 PM

Continuous community driven translations with gettext and Weblate (godotfest2026)

Using **gettext** and a continuous translation platform like **Weblate** allows translators to use a **simple web view** to translate and gives developers a simple way to **pull the changes through git**. This talk will cover the basic setup and some tricks I learned while developing 99Managers Futsal Edition with over **60 translation contributors and 16 languages** (and counting...). Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/FAMRTE/

Video:godotfest-26-9-eng-Continuous_community_driven_translations_with_gettext_and_Weblate_hd.mp4

November 02, 2026 11:00 PM

Keynote: Tools Change, Craft Remains - Reflections on Godot, AI and the Future of Making Games (godotfest2026)

Every generation of game developers has seen its tools change, from custom in-house engines to open-source editors like Godot. AI is the newest change, and it is already part of many professional workflows. It also raises real questions about credit, quality and creative ownership, and those questions deserve careful answers rather than quick verdicts. This keynote reflects on where making games is heading, what AI can and can't do for developers, and why the Godot community is well placed to help shape it. Tools will keep changing; the craft remains. Our shared task is to make sure the tools keep serving the craft. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/BBVKBH/

Video:godotfest-26-71-eng-Keynote_Tools_Change_Craft_Remains_-_Reflections_on_Godot_AI_and_the_Future_of_Making_Games_hd.mp4

November 02, 2026 11:00 PM

Building Your Discord Server Through Every Stage of Game Development (godotfest2026)

This talk runs through setting up a Discord server to help game developers as they build and grow their games. It talks about how to set up moderation, create channels, create roles, get feedback, run events, and interact with the community. It steps through how these things change as a dev's game goes from prototype to beta to release. Your Discord server isn't just a community, it's a development tool. This talk walks through building a server that works for you at every stage of your game's development. We'll talk about channels, roles, events, moderation, and how to bring players straight from your game into your community and keep them engaged. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/AZLG7R/

Video:godotfest-26-69-eng-Building_Your_Discord_Server_Through_Every_Stage_of_Game_Development_hd.mp4

November 02, 2026 11:00 PM

Multiplayer Bloopers: Common networking pitfalls explained with painful examples (godotfest2026)

Your game works perfectly until other players show up with their own version of reality. This is a light, fast tour of the classic multiplayer bugs: why they happen, how to fix them, and how to fix the fix. Networking breaks your game in ways that are hard to explain, easy to laugh at, and even easier to misdiagnose. Players will call all of it lag. You will blame the server. It is usually neither. This talk walks through the common ways multiplayer goes wrong: why each one happens, what the usual fix is, and what that fix quietly breaks in return. No code or netcode background needed. If you are adding multiplayer to your game, or already shipped it and are now reading the reviews, this one is for you. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/WXYKTM/

Video:godotfest-26-67-eng-Multiplayer_Bloopers_Common_networking_pitfalls_explained_with_painful_examples_hd.mp4

November 02, 2026 11:00 PM

LOVE,DOGS+ROBOTS .NET, C#, and Godot everywhere! (godotfest2026)

Come on a journey where we explore what's possible with Godot 4.7, 4.8, and .NET 10 / 11. I'll share findings, fascinations, and funny bits about my love for Godot with .NET; the things many developers long for, and how **Godot** and the **Godot community** helps us find them. ### Live Demo: [2dog.dev](https://2dog.dev) We'll go through the motions of porting a real C# Godot game to HTML5 and WebAssembly for publishing on [itch.io](https://itch.io) ... live on stage. **Woof, or oof?** Don't worry, it's really just about as easy as typing: ``` dnx 2dog add dotnet publish ``` Voilà! ### Treats 🦴 In version 4.6, `libgodot` became an official part of Godot. Now Godot 4.8 brings .NET 10, but what does that really _mean for us_ developers? Both Godot and 2dog (which really _is still Godot,_ just a little backwards) have much more in store, with the brand new `godot-dotnet` and C# bindings on the horizon. Let's peek at some advancements coming from the .NET ecosystem with .NET 10 and 11. ## Who is this talk for? Developers using C# with Godot, for anything from applications, game jams, prototypes, and entire games ready to ship on Steam tomorrow. ## What to expect? An overview of where Godot and C# is in actual use, in games and application development. See **2dog**, a concrete, free, and easy to apply use case of `libgodot`. It turns out it can do *a whole lot of very useful things* for game developers on every level. - Publish Godot C# games to WebAssembly for the browser - Run xUnit, GdUnit, or NUnit tests from your IDE, the CLI, or CI - Import resources through MSBuild tasks - Add another layer of .NET code around an existing game ## But why? In late 2025, I went on a journey to learn the innards of Godot and find a way to write my own importers and unit test runners. I was also still waiting for Godot and the promised C# web exports since version 4.1 ... then I met some amazing folks from the community at GodotCon Berlin and Amsterdam, and the rest was pure magic. **Stay a while and listen!** 🦴 Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/RFNWCH/

Video:godotfest-26-6-eng-LOVE_DOGS_ROBOTS_NET_C_and_Godot_everywhere_hd.mp4

November 02, 2026 11:00 PM

No Big Rewrites! Incrementally Porting GDScript to C++ with GDExtension (godotfest2026)

Take an example GDScript class and port it to C++ with me! We'll compare the benefits and tradeoffs of multiple approaches. Finally, I'll show my preferred method which allows for moving code to C++ incrementally and safely. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/ZFVM3B/

Video:godotfest-26-58-eng-No_Big_Rewrites_Incrementally_Porting_GDScript_to_C_with_GDExtension_hd.mp4

November 02, 2026 11:00 PM

TestFlight for Godot Developers: Playtesting Games on Apple Platforms (godotfest2026)

Practical overview of using Apple’s TestFlight to playtest and distribute Godot games. Learn how to set up staged rollout channels to test updates with targeted user groups, configure feedback channels, and structure "What to Test" prompts that yield useful player insights. We'll showcase onboarding new playtesters and gathering their feedback in real time. The talk also covers navigating platform constraints, clarifying what TestFlight can measure vs where you must implement custom telemetry, promoting validated builds directly to the App Store, and using the ShipGodot editor plugin for easy cross-platform deployment. This talk provides a practical guide to playtesting and releasing Godot games on Apple platforms. No prior Apple developer experience is required. **Topics covered:** - TestFlight Overview - Creating staged rollout channels to test updates with targeted user groups. - A live demo showing how easy it is to onboard new playtesters and receive their feedback. - Setting up the feedback channel and structuring "What to Test" prompts to get honest, and useful insights from playtesters. - Handling TestFlight constraints, what can be measured with it and where you need to implement your own telemetry - Promoting validated builds directly to the AppStore - Using ShipGodot editor plugin for easy cross-platform deployment Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/JUMP8X/

Video:godotfest-26-53-eng-TestFlight_for_Godot_Developers_Playtesting_Games_on_Apple_Platforms_hd.mp4

November 02, 2026 11:00 PM

From Alpha to Z-Test: A trip through Godot's renderer (godotfest2026)

In this talk I will break down how Godot's Forward+ renderer works starting from where it fits within the overall game frame to individual choices for major features. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/8BNKRM/

Video:godotfest-26-47-eng-From_Alpha_to_Z-Test_A_trip_through_Godots_renderer_hd.mp4

November 02, 2026 11:00 PM

The Price of Rushing Preproduction - Vultures: A "Turn-Based Resident Evil" Postmortem (godotfest2026)

Preproduction should be the space where you experiment with mechanics and figure out what game you're actually building. But if you never stop throwing out new ideas, you can get stuck exploring forever without ever locking anything down. However, finishing it with a lot of "we'll figure out later," and not measuring the impact of changing mechanics or levels during production, can be risky. This talk breaks down what rushing preproduction actually cost Vultures - Scavengers of Death. Vultures - Scavengers of Death started as a text based roguelike prototype, then a small 3D vertical slice built in Godot 3. That vertical slice became our demo, and it did its job, it proved the core mechanic worked, turn based tactics that played like Resident Evil. We got funded and started working on the game without being aware of how much everything else would actually cost: story, levels, enemy design, even the bosses. We cut preproduction short under the pressure of hitting our release commitments with the publisher. That decision followed us through the rest of production, and it showed up exactly where we couldn't afford it, the final weeks before launch. This talk covers three years of prototyping, pitching, and producing Vultures, told through the real production timeline of a two person studio shipping a commercial game in Godot.. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/DBRFQC/

Video:godotfest-26-46-eng-The_Price_of_Rushing_Preproduction_-_Vultures_A_Turn-Based_Resident_Evil_Postmortem_hd.mp4

November 02, 2026 11:00 PM

Building A Multiplayer Network for Digital Twins in VR/AR (godotfest2026)

The LSU distillation columns is an advanced structure that gives opportunity for students to operate and experience commercial chemical equipment that follows specialized design standards. With the scale and complexity of the LSU distillation columns, creating a digital replication of the towers with a multiplayer system transforms learning, for both professors and students are able to analyze and study the facility without physical attendance. The multiplayer network facilitates real-time collaboration in a 3D digital environment through virtual reality (VR) and augmented reality (AR). To create a collaborative experience, the development between a multiplayer network, digital twin technology, and VR/AR environment enables an interface connecting data, systems, and people. The system will allow multiple people to thoroughly immerse, communicate effectively, and collect information simultaneously through a multitude of devices. Using digital twins in academics is an extension of learning and a different study method before firsthand operations. This presentation aims to share the challenges that arise within a shared virtual reality and multiplayer systems interactions. In addition, it demonstrates how accessible and scalable it is to implement across diverse platforms with open-source software, making it compatible for applications in education, research, and industry. This project focuses on creating and implementing digital twins of the LSU distillation columns through open-source software. Open-source software is important because it allows more flexibility to modify and improve designs over time as well as be transparent and accessible. We found that open-source software is highly capable and accessible in our workflow when creating interactive digital twins. Using data from lidar or photogrammetry, a point cloud is generated from an application like CloudCompare for accurate measurement, scale, and location of the environment. This point cloud served as a precise reference when constructing the 3D model on a large-scale system. Blender’s dynamic toolset allowed the team to create a detailed visualization of the data in an efficient manner. Shifting the 3D model into Godot, interactivity with user movement, object information, and world navigation was added to the application. Blender and Godot are meant to work together and the reason why we chose these specific programs is because they are fully free. Freedom to build, modify, and share what is made. They are made for the user. Finally, for version control, Github was used to track all the changes. Each of these open-source tools are adaptable and significantly robust for building both optimal digital twins and high-fidelity digital twins. Pipeline: Lidar/Photogrammetry: - Point cloud generated from images provided accurate scale for models Blender: to model the 3D environment - Create a master file to combine separate 3D parts - Individual team member files are linked to the master file - Establish a material legend and asset library for consistency Godot: to handle the VR/AR system - Multiplayer system: backend network - Toy model mode - VR/AR mode - Interactive aspects such as a drawing function and hovering to show information Github: to source control - Documentation - Tracking and maintaining files This aims to use Blender to model the 3D environment and Godot to handle the VR/AR system. Important features include multiplayer system, toy model mode, VR/AR mode, and other interactive aspects such as a drawing function and hovering to show information. The main emphasis is the multiplayer network as this allows multiple users to interact with the 3D surroundings and collect necessary information in real-time. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/P3UM83/

Video:godotfest-26-37-eng-Building_A_Multiplayer_Network_for_Digital_Twins_in_VR_AR_hd.mp4

November 02, 2026 11:00 PM

Console Development Unlocked: Bringing Your Godot Game to PS5, Xbox & Switch (godotfest2026)

Bringing a Godot game to consoles involves much more than getting the engine to run on the hardware. In this talk, I'll walk through what it actually takes to bring a Godot game to PlayStation, Xbox, and Nintendo Switch, from becoming an approved console developer and getting access to development hardware, to choosing a Godot console port, preparing your game, and getting through certification. We'll look at practical lessons for building a console-ready Godot project, including platform-independent architecture, input and controller handling, save games, performance, loading times, platform services, and certification requirements. I'll also share real-world experience from console development with Godot, including case studies such as The Dark Queen of Mortholme and Astra Bestiary, and look at other Godot games making their way onto consoles. The goal is to give you a practical understanding of the entire journey, from having a Godot game on PC to actually shipping it on a console. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/3PAYYA/

Video:godotfest-26-36-eng-Console_Development_Unlocked_Bringing_Your_Godot_Game_to_PS5_Xbox_Switch_hd.mp4

November 02, 2026 11:00 PM

What Our Unity Team Got Wrong (So You Don't Have To) (godotfest2026)

We migrated a team from Unity to Godot - not as beginners, but as experts whose Unity instincts actively worked against us. The habits that made us fast in Unity quietly produced brittle, un-idiomatic Godot code, and the bill came due within weeks. This is the honest post-mortem of our first month: the mental models that collided, the muscle memory that backfired, and the day source control broke. For each, we'll show what we assumed, what actually happened, and the convention that fixed it - so your first month is shorter and less painful than ours. Most "switching to Godot" talks target newcomers. This one is for teams who already know how to ship - because migrating experienced engineers is a different, harder problem. Your expertise doesn't transfer cleanly; it misleads you. Godot looks enough like Unity that you reach for familiar patterns, and those patterns are exactly what produce fragile code. We'll walk through the specific collisions our team hit, in three buckets: **Mental models that don't map 1:1**: - GameObjects-and-Components vs. nodes-and-scenes - Prefabs and variants vs. PackedScenes and scene inheritance (where instancing and overrides genuinely differ) - ScriptableObjects as Data Containers vs. Resources - `Update()` vs. `_process`/`_physics_process`. **Muscle memory that backfired**: - Porting Unity's singleton/manager soup straight onto autoloads - The `GetComponent
()` reflex becoming `get_node()` coupling - And the big one, "we already know C#, so we'll just use C#". The honest team tradeoff between GDScript and C# _(iteration speed, export pipeline, community examples)_. **The day git broke**: - Scene and resource files are text now: diffable, but conflict-prone. - How we kept scenes small and reviewable - what to commit vs. ignore We're just one team, one project into Godot - so this is what worked for *us*, not a definitive playbook. But if sharing our wrong turns spares you a little of the trouble they cost us, that's a win. **Audience:** engineers, tech leads, and studio decision-makers considering or mid-migration. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://talks.godotfest.com/godotfest-26/talk/EJG9MJ/

Video:godotfest-26-19-eng-What_Our_Unity_Team_Got_Wrong_So_You_Dont_Have_To_hd.mp4

November 02, 2026 11:00 PM

Metalab

Netzpolitik.org

GenZ-Proteste: Nebelkerzen gegen die Angst vor der Straße

Menschen bei Demo, in der Mitte ein Plakat mit dem Text: "Wir haben genug und haben nichts davon"Die GenZ-Demonstration vor dem Brandenburger Tor lockte nicht nur die GenZ auf die Straße. – Alle Rechte vorbehalten: IMAGO / JNA Press
Die europäische Protestbewegung schwappt nach Deutschland. Doch die politischen Forderungen gehen im rassistischen Getöse um Sicherheit, Krawall und Gewalt unter. Der schwachen Bundesregierung dürfte das recht sein. Ein Kommentar.

by Markus Reuter at November 02, 2026 05:04 PM

KI, Cloud und Open Source: Die EU sucht die digitale Souveränität

Auf dem Weg in die digitale Unabhängigkeit sucht Brüssel seinen Kurs. – Gemeinfrei-ähnlich freigegeben durch unsplash.com: Denise Jans
Die EU will mehr digitale Souveränität. Doch statt eigene hoch leistungsfähige KI-Modelle zu entwickeln, setzt die EU-Kommission nun auf industrielle Anwendung. Bei Plänen zu souveränen Clouds bleibt eine Tür für US-Konzerne offen und Open Source bräuchte mehr Verbindlichkeit. Ein Überblick.

by Anna Ströbele Romero at November 02, 2026 04:22 PM

Verhaltensscanner in Berlin: Verdrängung der Schwächsten

Eine Kamera an einer Hauswand.KI-gestützte Videoüberwachung in Berlin wird von verschiedenen Seiten verschieden gut angenommen. – CC-BY-NC-SA 4.0: netzpolitik.org
Jetzt läuft die Videoüberwachung mit Verhaltensanalyse in Berlin dauerhaft. Ein Datenschützer, ein Süchtiger, zwei Sozialarbeiter*innen und zwei Gewerbetreibende präsentieren ihre Perspektiven auf die neue Technologie.

by Rika Baack at November 02, 2026 09:49 AM

November 01, 2026

CCC Duesseldorf

Wochenrückblick (Woche 44/2026)

Diese Woche im Chaosdorf: Frederic, Jugger, Slushie-Singen.

Frederic

Mit viel Liebe (und noch mehr Schmiermittel) ist unser 3D-Drucker von Anycubic (auch bekannt als Frederic) jetzt wieder im Einsatz! Ein bisschen mehr Nachjustieren ist sicher noch notwendig, aber vielen Dank an alle, die bei der Fummelarbeit geholfen haben. Heißt: auch großen Druckaufträgen steht jetzt nichts mehr im Weg. Wie immer gilt, bitte lasst euch eine kurze Einweisung in die 3D-Drucker geben, bevor ihr sie das erste Mal nutzt.

Bild zeigt den Anycubic 3D-Drucker frontal während eines kleinen 3D-Drucks.

Jugger

„Jugger [ˈdʒʌɡə(r)] ist eine moderne Sportart, welche die Eigenschaften von Mannschaftssport mit Elementen verschiedener Individualsportarten wie Fechten oder Ringen miteinander verbindet.“ – so viel mal direkt von Wikipedia geklaut. Und dabei werden gerne auch „Pompfen“ – gut gepolsterte Sportgeräte, verwendet, z.B. in Form von Schilden.

Genug der Vorrede: diese Woche wurde von jcatnip ein Workshop zum bauen und basteln von Pompfen im Chaosdorf durchgeführt. Danke für die Vorbereitung!

Slushie-Singen

Und abgeschlossen haben wir die Woche am Samstag mit Karaoke in unserer Cave (relativ schalldicht, und das war auch notwendig 😉). Dazu Panscherei mit der Slushie-Maschine. Wir lernen: alkoholfreier Glühwein-Slush schmeckt zwar sauer, konnte aber trotzdem begeistern.

by cyaniccerulean at November 01, 2026 02:00 PM

Netzpolitik.org

Trugbild: Männer, die auf Frauen starren

Gemälde: Zwei Männer starren auf eine nackte Frau.Frauen sind nirgendwo sicher, auch nicht beim Baden – Gemeinfrei: Artemisia Gentileschi
Smartphones und Smartglasses bringen einen im Internet geformten Blick auf die Straße. Das erschwert die Bewegung im öffentlichen Raum.

by Vincent Först at November 01, 2026 10:23 AM

October 31, 2026

CCC Media

templateZV - Partizipatives Resilienzformat für zivile Verteidigung in Kommunen (fiffkon26)

Zivile Verteidigung ist eine gesamtstaatliche, aber kommunal umgesetzte Aufgabe – und hängt an der oft übersehenen digitalen Handlungsfähigkeit der Verwaltung, ohne die keines der vier Felder ziviler Verteidigung funktioniert. Aktuelle Zahlen zu Schwachstellen, Cybercrime und Ransomware-Angriffen belegen die Dringlichkeit, ohne dass daraus bislang systematisch Konsequenzen abgeleitet werden. Der Vortrag schlägt dafür ein partizipatives, dreiphasiges Dialogformat vor (Lagefeststellung, Risikobewertung, prototypische Umsetzung), das auf den Prinzipien Resilienz, Vigilanz und Bottom-up-Innovation beruht und Wissenschaft, Wirtschaft, Staat und Zivilgesellschaft systematisch zusammenbringt. Die zugrunde liegende Haltung: Resilienz ist keine Ausnahmeaufgabe, sondern gelebte Daseinsvorsorge, die nur durch geübte Praxis, Evidenzbasierung, Subsidiarität und strukturelle Lernfähigkeit trägt – Vorbereitung statt Improvisation als Maßstab staatlicher Handlungsfähigkeit. Daraus resultieren Forderungen an Verwaltung, Gesetzgebung sowie Wissenschaft und Praxis, solche Formate zu verstetigen und in verbindliche Standards zu überführen. Zivile Verteidigung ist keine Aufgabe der Streitkräfte, sondern eine gesamtstaatliche Aufgabe, die operativ auf kommunaler Ebene entschieden wird – an einer meist unsichtbaren Voraussetzung: der digitalen Handlungsfähigkeit der Verwaltung. Die vier Felder ziviler Verteidigung – Sicherung der Staats- und Regierungsfunktionen, Zivilschutzplanung, Versorgung der Bevölkerung, Unterstützung der Streitkräfte – sind ohne funktionierende, sichere IT-Systeme nicht erfüllbar. Diese Abhängigkeit durchdringt alle vier Felder, wird aber selten explizit benannt. Aktuelle Lagedaten zeigen die Dringlichkeit: täglich 119 neue Software-Schwachstellen (+24 % ggü. Vorjahr), über 330.000 erfasste Cybercrime-Delikte und mehr als 1.000 angezeigte Ransomware-Angriffe pro Jahr, durchschnittlich zwei betroffene Kommunen pro Monat, knapp die Hälfte der KRITIS-Betreiber ohne funktionierendes System zur Angriffserkennung. Diese Zahlen sind gut belegt; ihre strategische Konsequenz für die zivile Verteidigung wird jedoch selten systematisch hergeleitet und noch seltener in tragfähige Strukturen übersetzt. Der Vortrag verbindet zwei Ebenen, die meist getrennt behandelt werden: den sicherheitspolitischen Rahmen ziviler Verteidigung und die Methodik, mit der sich kommunale Resilienz tatsächlich aufbauen lässt – nicht als einmaliges Projekt, sondern als lernfähiger, dauerhaft verankerter Prozess. Im Zentrum steht ein partizipatives, dreiphasiges Dialogformat, das drei Prinzipien folgt: Resilienz (robuste, anpassungsfähige Strukturen, die Störungen absorbieren und aus ihnen lernen), Vigilanz (kontinuierliche, systematische Früherkennung statt reaktivem Abwarten) und Bottom-up-Innovation (Einbindung zivilgesellschaftlicher, wirtschaftlicher und wissenschaftlicher Akteure statt rein administrativer Top-down-Planung). Organisiert nach einem Prinzip aus Wissenschaft, Wirtschaft, Staat und Zivilgesellschaft, durchläuft das Format drei Phasen: eine offene Lagefeststellung (Bestandsaufnahme entlang der Dimensionen Infrastruktur, Cyberresilienz, organisationale Resilienz, gesellschaftliche Einbindung und regionale Vernetzung, moderiert in selbstorganisierten Formaten ohne vorab festgelegte Agenda), eine Risikobewertung mit Szenarioplanung (Cyberangriff, langanhaltender Stromausfall, Extremwetter, hybride Bedrohungslagen, bearbeitet in fokussierten Arbeitsgruppen mit dokumentierten Ergebnissen) und eine prototypische Umsetzung (Übungen, technische Sprints, Kampagnen zur Selbsthilfefähigkeit), begleitet von einem kontinuierlichen Gremium, das Handlungsoptionen validiert und in Entscheidungsvorlagen überführt. Der Vortrag vertritt dabei eine klare Haltung: Zivile Verteidigung ist Ausdruck demokratischer Daseinsvorsorge, keine Ausnahmeaufgabe für Krisenzeiten. Resilienz entsteht nicht durch Dokumente, sondern durch geübte, wiederholte Praxis. Sie ist nur dann belastbar, wenn sie evidenzbasiert, partizipativ und subsidiär gestaltet wird – mit Verantwortung dort, wo die Handlungsfähigkeit tatsächlich liegt, und mit struktureller Lernfähigkeit als Prinzip, nicht als Ausnahme. Vorbereitung, nicht Improvisation, ist der eigentliche Maßstab staatlicher wie kommunaler Handlungsfähigkeit. Zuhörende nehmen mit: ein anwendbares Analyse- und Methodenraster (Lagefeststellung, Risikobewertung, Prototyping; offene, selbstorganisierte Workshop-, Arbeitsgruppen- und Gremienformate) zum Aufbau kommunaler Resilienz; empirisch fundierte Referenzen für die eigene Arbeit; sowie ein Verständnis dafür, wie sich Wissenschaft, Wirtschaft, Staat und Zivilgesellschaft strukturiert und wiederholbar zusammenbringen lassen, unabhängig von einem Einzelfall oder einer bestimmten Institution. Daraus lassen sich Forderungen ableiten: An die Verwaltungsebenen – Verstetigung solcher partizipativen Dialogformate als reguläres Instrument der Resilienzplanung statt Einzelprojekt. An die Gesetzgebung – Anschlussfähigkeit kommunaler Erkenntnisse an verbindliche Sicherheitsstandards. An Wissenschaft und Praxis gemeinsam – systematische Verzahnung von Bottom-up-Beteiligung und wissenschaftlicher Fundierung, damit aus Einzelinitiativen übertragbare Modelle werden. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://fahrplan.2026.fiffkon.de/fiffkon26/talk/ZMNUDN/

Video:fiffkon26-78-deu-templateZV_-_Partizipatives_Resilienzformat_fuer_zivile_Verteidigung_in_Kommunen_sd.mp4

October 31, 2026 11:00 PM

Wege in den wehrhaften Journalismus (fiffkon26)

Das Erstarken vom Faschismus und der AfD stellt den Journalismus vor Herausforderungen. Zu meistern sind diese nur mit antifaschistischem Journalismus. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://fahrplan.2026.fiffkon.de/fiffkon26/talk/8H7Q8D/

Video:fiffkon26-75-deu-Wege_in_den_wehrhaften_Journalismus_sd.mp4

October 31, 2026 11:00 PM

Flammender Aufbruch (fiffkon26)

Flammender Aufbruch Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://fahrplan.2026.fiffkon.de/fiffkon26/talk/T39VWM/

Video:fiffkon26-105-deu-Flammender_Aufbruch_sd.mp4

October 31, 2026 11:00 PM

Netzpolitik.org

Datentausch und Strafverfolgung: Trump findet ersten EU-Partner zur Jagd auf Antifa-Gruppen

Marco Rubio und Anita Orban vor US- und Ungarn-Flaggen.Marco Rubio und Anita Orbán geben sich die Hand. – Alle Rechte vorbehalten: IMAGO / Agencia EFE
Washington und Budapest wollen Informationen über linke Gruppen austauschen und sie gemeinsam verfolgen. Im besonderen Fokus steht eine deutsche „Antifa Ost“. Die Bundesregierung bereitet unterdessen einen zweiten US-Gipfel zu „Linksextremismus“ in Deutschland vor.

by Matthias Monroy at October 31, 2026 03:09 PM

Verhaltensscanner in Berlin: Kreisverkehr der Kontrolle

Ein Matratzenlager, ein Mann in Tarnfleck-Jacke steht gebückt dahinter und ist von hinten zu sehen. Am Bildrand kommt ein Polizeitransporter angefahren.Der Mann im Bild pinkelt gerade. Sobald er sich wieder auf seine Matratze legt, muss die automatisierte Überwachung ihn erfassen. – CC-BY-NC-SA 4.0: netzpolitik.org
Ein Lebensraum, 30 Kameras. Und eine Software, die permanent prüft, ob alle Anwesenden sich verhalten wie erwünscht. Am Kottbusser Tor in Berlin begann vergangene Woche die automatisierte Dauer-Überwachung. Wie verändert sie den Ort?

by Martin Schwarzbeck at October 31, 2026 10:56 AM

KW 44: Die Woche, als uns noch 200 Brandschutzhelfer*innen fehlten

– : Fraktal, generiert mit MandelBrowser von Tomasz Śmigielski
Die 44. Kalenderwoche geht zu Ende. Wir haben 9 neue Texte mit insgesamt 74.470 Zeichen veröffentlicht. Willkommen zum netzpolitischen Wochenrückblick.

by Martin Schwarzbeck at October 31, 2026 07:36 AM

Transparenzbericht 3. Quartal 2026: Unsere Einnahmen und Ausgaben und Druck im Kessel

Gemälde von Claude Monet, das einen Zug in einem Bahnhof zeigt, dazwischen MenschenLa Gare Saint-Lazare, le train de Normandie (1877) – Gemeinfrei: Claude Monet
Auf dem politischen Druckanzeiger klettert der Zeiger stetig nach oben. Druck erzeugt bekanntlich Gegendruck. Vor allem junge Menschen wollen eine Wende. Wir stehen an der Seite der Zivilgesellschaft und suchen 300 Brandschutzhelfer:innen.

by netzpolitik.org at October 31, 2026 07:34 AM

October 30, 2026

CCC Media

Digitale Zahlungsinfrastrukturen und die politische Ökonomie der Bezahlkarte für Asylsuchende in Deutschland (fiffkon26)

Der Beitrag untersucht die Bezahlkarte für Asylsuchende als digitale Zahlungsinfrastruktur und analysiert die Zusammenarbeit staatlicher Behörden mit globalen Zahlungsunternehmen. Er zeigt, wie finanzielle Infrastrukturen zu Instrumenten migrationspolitischer Kontrolle werden und erweitert Debatten über Digitalisierung und Autokratisierung um die politische Rolle globaler Zahlungsunternehmen. Debatten über digitale Macht und autoritäre Entwicklungen konzentrieren sich häufig auf Big-Tech-Unternehmen. Deutlich weniger Aufmerksamkeit erhält die Rolle globaler Zahlungsunternehmen, obwohl sie zunehmend digitale Infrastrukturen bereitstellen, über die staatliche (autoritäre) Politik umgesetzt wird. Ein Beispiel hierfür ist die 2024 eingeführte Bezahlkarte für Asylsuchende in Deutschland. Sozialleistungen werden dabei nicht mehr auf reguläre Bankkonten, sondern auf eine Prepaid-Debitkarte überwiesen. Der Großteil dieser Karten wird von Secupay verwaltet und über Visa ausgegeben; weitere Bundesländer nutzen Mastercard oder andere private Anbieter. Mit der Bezahlkarte entstand damit eine exklusive digitale Zahlungsinfrastruktur für eine klar definierte Bevölkerungsgruppe, die gleichzeitig einen neuen Markt für private Zahlungsunternehmen eröffnet. Der Beitrag untersucht die neuen politökonomischen Arrangements, die aus der Zusammenarbeit staatlicher Behörden und privater Zahlungsunternehmen entstehen. Er fragt, welche Folgen die Auslagerung migrationspolitischer Maßnahmen an private Zahlungsunternehmen für die Gestaltung digitaler Zahlungsinfrastrukturen hat und wie sich staatliche Kontrolle dadurch verändert. Theoretisch knüpft der Beitrag an Arbeiten zur politischen Ökonomie von Zahlungsinfrastrukturen, zu Financial und Predatory Inclusion sowie zum Immigration Industrial Complex an. Ich argumentiere, dass globale Zahlungsunternehmen eine bislang wenig beachtete Erweiterung dieses Komplexes darstellen. Migration wird dadurch nicht nur zum Gegenstand staatlicher Kontrolle, sondern zugleich zu einem neuen Markt für Unternehmen, die digitale Kontroll- und Zahlungsinfrastrukturen entwickeln und betreiben. Empirisch basiert der Beitrag auf Interviews mit Nutzer*innen der Bezahlkarte, Sozialarbeiter*innen und zivilgesellschaftlichen Organisationen, mehr als 200 internen Dokumenten deutscher Ministerien und Verwaltungsbehörden sowie Vorträgen, Webinaren und Präsentationen der beteiligten Unternehmen. Die Analyse zeigt, dass die Bezahlkarte weit über die Funktion eines Zahlungsmittels hinausgeht. Die technische Ausgestaltung der Karte übersetzt migrationspolitische Zielsetzungen in konkrete Einschränkungen alltäglicher finanzieller Praktiken. Einschränkungen von Bargeld und Überweisungen, regionale Nutzungsbeschränkungen sowie Whitelists ermöglichen neue Formen der Kontrolle, Überwachung und Rationierung alltäglicher finanzieller Handlungen. Finanzielle Exklusion ist dabei kein Nebeneffekt, sondern ein zentrales Gestaltungsprinzip der Infrastruktur. Ich argumentiere, dass die Bezahlkarte als Containment Infrastructure verstanden werden kann: als digitale Infrastruktur, deren Funktion darin besteht, Mobilität, finanzielle Selbstbestimmung und gesellschaftliche Teilhabe gezielt zu begrenzen. Der Fall zeigt, wie digitale Zahlungsinfrastrukturen genutzt werden, um migrationspolitische Kontrolle technisch zu organisieren und finanzielle Handlungsmöglichkeiten unterschiedlich zu verteilen. Er erweitert damit Debatten über Digitalisierung und Autokratisierung um die bislang wenig beachtete Rolle globaler Zahlungsunternehmen und macht sichtbar, wie sich der Immigration Industrial Complex gegenwärtig um digitale Zahlungsinfrastrukturen erweitert. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://fahrplan.2026.fiffkon.de/fiffkon26/talk/VVLKNV/

Video:fiffkon26-86-deu-Digitale_Zahlungsinfrastrukturen_und_die_politische_Oekonomie_der_Bezahlkarte_fuer_Asylsuchende_in_Deutschland_sd.mp4

October 30, 2026 11:00 PM

Autonomie, Autarkie, Ataraxie, Antipolitik - Anarchistische Organisierung im Wandel der Zeit - Erfahrungen, Analyse, Konzepte (fiffkon26)

In einem Vortrag (25 min) wollen wir unsere Erfahrungen mit analoger und digitaler anarchistischer Organisierung aus 35 Jahren anhand ausgewählter Beispiele reflektieren und damit die zugrundeliegenden Konzepte hinsichtlich ihrer Praxistauglichkeit einordnen. Anschließend wollen wir darüber auch in den Austausch kommen und Ansätze für Weiterentwicklungen diskutieren (20 min). Dabei möchten wir den Fokus unter Anderem darauf legen, wie sich analoge Organisierung mit der digitalen Entwicklung verändert hat und was sich daraus für den weiteren Digitalisierungprozess lernen lässt. Anarchistische Organisierung verknüpft eine große Vielfalt von Ansätzen und Methoden. Dabei ist insbesondere das konstruktive Wechselspiel von Theorie und Praxis von großer Bedeutung. Aus theoretischen Konzepten werden mehr oder weniger stringent praktische Methoden abgeleitet und diese dann rekursiv weiterentwickelt. Dafür ist es oft sinnvoll, anfangs keine allzu konkrete Zielvorstellung zu haben, um in der Praxis möglichst umfassende Mittel-Zweck-Kongruenz realisieren zu können. Unserer Meinung nach ist darüber auch ein enormes transformatives Potential vorhanden, da beobachtet werden kann, dass viele Menschen in bestimmten Situationen bzw. Kontexten im Widerspruch zur vorherrschenden Politik anarchistisch denken. Wie kann der momentane Kenntnisstand für eine umfangreichere Anarchisierung genutzt werden und wie können mit diesem Bewusstsein kollektiv resiliente Strukturen manifestiert werden, um nachhaltig ein gutes Leben in der Polykrise zu ermöglichen? Welche praktischen Organisierungskonzepte lassen sich - und wenn ja, wie - allgemeiner verbreiten? Wie schaffen wir es dem derzeitigen gesellschaftlichen Diskurs eine gut verständliche und plausible positive Zukunftserzählung entgegenzusetzen, die auf solidarischem Miteinander aufbaut und Unterschiede als Chance begreift? Welche gesellschaftlichen Entwicklungen sind im fortschreitenden Kollaps zu erwarten und welchen Einfluß haben diese auf die Weiterentwicklung anarchistischer Organisierung? Wie können wir gut mit dem damit verbundenen emotionalen Stress (z. B. Ängste und Hoffnungsverlust) umgehen und Resilienz entwickeln? Wie steht uns unsere ansozialisierte Bequemlichkeit dabei im Weg? Was hilft uns in Zeiten zunehmend faschistoider Repression, um weiter arbeiten zu können und Gegenentwürfe anzubieten? Dazu wollen wir auch einige Erkenntnisse aus der Kollapsbewegung vorstellen und diskutieren. Wir hoffen, mit der Veranstaltung einige positive Denkimpulse, Inspiration und mehr Klarheit hinsichtlich strategischer Förderungen und Forderungen generieren zu können. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://fahrplan.2026.fiffkon.de/fiffkon26/talk/XLXUA9/

Video:fiffkon26-84-deu-Autonomie_Autarkie_Ataraxie_Antipolitik_-_Anarchistische_Organisierung_im_Wandel_der_Zeit_-_Erfahrungen_Analyse_Konzepte_sd.mp4

October 30, 2026 11:00 PM

Common Ground, Common Cloud – Community Data Center als Antwort auf Machtasymmetrien und Polykrise (fiffkon26)

Rechenzentren (RZ) sind das physische Rückgrat vieler digitaler Anwendungen. Sie stehen an der Schnittstelle von Digitalisierung, Energieversorgung, Klimawandel, globalen Lieferketten und Sicherheitspolitik (Edwards et al., 2024). An Rechenzentren werden die Dynamiken der Polykrise besonders deutlich: Energieengpässe verteuern den energieintensiven Betrieb und erschweren gleichzeitig Klimaschutzmaßnahmen. Steigende Temperaturen und zunehmende Hitzeperioden erhöhen den Kühlbedarf von Servern und damit auch den Strom- und Wasserverbrauch. Zudem konkurrieren große RZ mit ihrem hohen Energie- und Wasserbedarf direkt mit den Bedürfnissen lokaler Akteur:innen und der Zivilgesellschaft. Störungen globaler Lieferketten und Handelseinschränkungen durch geopolitische Konflikte wirken sich auf die Verfügbarkeit von Hardware und Ersatzteilen sowie auf Cyberrisiken aus. RZ sind Orte, an denen sich die Machtkonzentration einiger weniger Big-Tech-Unternehmen materialisiert (Brodie, 2023). Sie kontrollieren große Teile der digitalen Wertschöpfungskette, von Daten über Algorithmen und Plattformen bis hin zur Recheninfrastruktur. Technologien und damit verbundene konventionelle Infrastrukturansätze von Big-Tech-Unternehmen tragen zur Rationalisierung und Verfestigung bestehender Herrschaftsstrukturen bei (Weizenbaum, 1978). Dabei sind die gesellschaftlichen Kosten und Nutzen von RZ weitestgehend ungleich verteilt. Lokale Gemeinden und Bürger:innen tragen häufig die direkten Umweltfolgen (Rehak, 2024), während die finanziellen Gewinne bei den Unternehmen und steuerlich anderswo anfallen. International formieren sich zunehmend Proteste gegen den Ausbau großer RZ. Allein in den USA beteiligen sich mittlerweile fast eine halbe Million Menschen an Protesten gegen RZ. Aber auch andernorts wie beispielsweise in Marseille, Dublin, Aragón und Ceará organisieren sich Bürger:innen (Dachwitz und Vorkul 2026). Auch in Deutschland nimmt der Widerstand gegen geplante Rechenzentren zu. Der Fall Maintal verdeutlicht exemplarisch, dass sich die Konflikte nicht auf die Infrastruktur beschränken, sondern Fragen der Energieversorgung, Umweltbelastung, kommunaler Mitbestimmung und demokratischer Legitimation betreffen (Ronge 2026). Während viele Regierungen gerade erst den Regulierungsbedarf gegenüber RZ begreifen, haben sich über Jahre weltweit bereits diverse, gemeinschaftlich getragene RZ etabliert. Diese werden in diesem Beitrag unter dem Begriff Community Data Center (CDCe) zusammengefasst und als potenzielle Alternative zu den von Big-Tech-Unternehmen geprägten oligopolistischen Strukturen untersucht. Dennoch bleiben gemeinschaftlich getragene RZ bislang eine Nischenerscheinung und ihre Ausgestaltungsformen sind kaum systematisch erfasst. Daraus ergibt sich folgende Fragestellung für diesen Beitrag: Welche Gestaltungsmerkmale gemeinschaftlicher Rechenzentren lassen sich konzeptionell und empirisch identifizieren, und welche Potenziale und Grenzen weisen sie im Umgang mit den Dynamiken der Polykrise auf? Zur Beantwortung dieser Frage erfolgt die Analyse in zwei Schritten. Erstens wird ein Möglichkeitsraum der Gestaltungsmerkmale für CDCe konstruiert, der die Bandbreite möglicher Ausprägungen systematisch beschreibt. Dieser Möglichkeitsraum leitet sich aus der Analyse realer Fallbeispiele (wie WOBCOM, dem feministischen Serverkollektiv actinomy in Bremen, Dataport in Norddeutschland und der Genossenschaft GAD eG) sowie aus 34 idealtypischen CDCe-Modellen ab, die im Rahmen partizipativer Workshops mit 130 Menschen erarbeitet wurden. Zweitens evaluieren wir kritisch, ob und inwiefern CDCe den Auswirkungen und krisenverstärkenden Dynamiken der Polykrise in lokalen Gemeinschaften entgegenwirken können. Ziel des Beitrags ist die Entwicklung eines konzeptionellen Möglichkeitsraums gemeinschaftlicher Rechenzentren. Die resultierende Taxonomie schafft einen analytischen Rahmen, um unterschiedliche CDCe-Modelle hinsichtlich ihrer Potenziale und Grenzen im Umgang mit den Dynamiken der Polykrise systematisch zu vergleichen. Dadurch werden unterschiedliche Governance-, Eigentums- und Infrastrukturmodelle gemeinschaftlicher Rechenzentren sowie ihre jeweiligen Resilienzpotenziale systematisch vergleichbar gemacht. Zugleich macht sie sichtbar, unter welchen Bedingungen CDCe einen Beitrag zum Abbau bestehender Machtasymmetrien in der digitalen Infrastruktur leisten können. Literaturverzeichnis Brodie, P. (2023). Data infrastructure studies on an unequal planet. Big Data & Society, 10(1), 20539517231182402. https://doi.org/10.1177/20539517231182402 Edwards, D., Cooper, Z. G. T., & Hogan, M. (2025). The making of critical data center studies. Convergence: The International Journal of Research into New Media Technologies, 31(2), 429–446. https://doi.org/10.1177/13548565231224157 Rehak, R. (2024, September 30). On the (im)possibility of sustainable artificial intelligence. Internet Policy Review. https://policyreview.info/articles/news/impossibility-sustainable-artificial-intelligence/1804 Ronge, M. (2026, May 11). Planänderung bei Rechenzentrum in Maintal. hessenschau.de. https://www.hessenschau.de/wirtschaft/rechenzentrum-in-maintal-proteste-bringen-projekt-ins-stocken-v2,maintal-rechenzentrum-gestoppt-100.html Vorkul, L., & Dachwitz, I. (2026). Rechenzentren sind Vampire: Wo sich lokaler Widerstand gegen den KI-Hype formiert. netzpolitik.org. https://netzpolitik.org/2026/rechenzentren-sind-vampire-wo-sich-lokaler-widerstand-gegen-den-ki-hype-formiert/ Weizenbaum, J. (2023). Die Macht der Computer und die Ohnmacht der Vernunft (16. Aufl., U. Rennert, Übers.). Suhrkamp. (Originalwerk erschienen 1976) Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://fahrplan.2026.fiffkon.de/fiffkon26/talk/CCSB3D/

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October 30, 2026 11:00 PM

FIfF-Jahresrückblick 2026 (fiffkon26)

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October 30, 2026 11:00 PM

Verleihung Weizenbaum-Studienpreise (fiffkon26)

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October 30, 2026 11:00 PM