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DTSTART:20001029T040000
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BEGIN:VEVENT
UID:pretalx-godotcon-24-J8N3BG@talks.godotengine.org
DTSTART;TZID=CET:20241012T093000
DTEND;TZID=CET:20241012T095000
DESCRIPTION:Organizers greeting attendees
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Opening - 
URL:https://talks.godotengine.org/godotcon-24/talk/J8N3BG/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-9UGHF7@talks.godotengine.org
DTSTART;TZID=CET:20241012T095000
DTEND;TZID=CET:20241012T105000
DESCRIPTION:Since its inception as an in-house engine\, to its growth as FO
 SS project\, the very low amount of resources available (in money and peop
 le) made the task of designing a game engine that compares to  commercial 
 offerings seem impossible. Despite this\, it happened.\n\nThis talk descri
 bes the prioritization process\, design and community decisions that allow
 ed Godot to exist and thrive. It is intended for the future generations th
 at will eventually take over the project (or start new ones!) to help them
  understand what makes Godot development tick.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:The process of creating Godot Engine and making it thrive - Juan Li
 nietsky
URL:https://talks.godotengine.org/godotcon-24/talk/9UGHF7/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-W7BQ7N@talks.godotengine.org
DTSTART;TZID=CET:20241012T100000
DTEND;TZID=CET:20241012T113000
DESCRIPTION:Do you want to learn how to generate meshes\, levels\, worlds o
 r other things in Godot using procedural generation algorithms?\nThis work
 shop aims to introduce basic techniques like mesh generation in GDScript\,
  simplex noise\, using noise in shaders and then let the participants crea
 te their own small projects based on a list of guided example projects (in
 finite terrain generation using warped simplex noise\, scattering objects 
 in a 3D world procedurally\, wave function collapse (WFC) applied to a 2D 
 map).
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Procedural generation workshop - Milan Gruner
URL:https://talks.godotengine.org/godotcon-24/talk/W7BQ7N/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-3PNT3U@talks.godotengine.org
DTSTART;TZID=CET:20241012T105500
DTEND;TZID=CET:20241012T112000
DESCRIPTION:A crash course on what do indie publishers actually do\, how to
  find the right partner for your game and avoid common pitfalls.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Indie Publishing 101 - Daniel Lyozov\, Critical Reflex
URL:https://talks.godotengine.org/godotcon-24/talk/3PNT3U/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-CKTQMX@talks.godotengine.org
DTSTART;TZID=CET:20241012T113000
DTEND;TZID=CET:20241012T115500
DESCRIPTION:It's been a year since I started using Godot Engine for my firs
 t commercial game\, Wax Heads\, at Patattie Games. I'm excited to share ev
 erything I've learned along the way. You might find common ground in my ch
 allenges and share in my successes\, or maybe you can learn from my mistak
 es so you don’t have to. Expect a straightforward talk about my experien
 ces - some things were a pleasant surprise and others I wish I had known f
 rom the start.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Developing a commercial game in Godot: What I wish I knew - Rothio 
 Tome
URL:https://talks.godotengine.org/godotcon-24/talk/CKTQMX/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-FQA9Q7@talks.godotengine.org
DTSTART;TZID=CET:20241012T113000
DTEND;TZID=CET:20241012T115500
DESCRIPTION:General-purpose engines have great flexibility\, but taking adv
 antage of this power is time consuming. Building from scratch is limited a
 s it takes a long time and we can't compete on all aspects\, so is there a
  way to harness engines in a focused way for our projects?\nThis talk goes
  over how to do so by specializing Godot\, and asks you the important ques
 tions to help you drive your development. We will also go over the techinc
 al choices\, the advantages of godot\, and how to integrate it in your dev
 elopment cycle\, as well as give specific examples through Castagne: a fig
 hting game creation framework for Godot!
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Specializing Godot: Castagne framework for fighting games - Panthav
 ma
URL:https://talks.godotengine.org/godotcon-24/talk/FQA9Q7/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-ELJCML@talks.godotengine.org
DTSTART;TZID=CET:20241012T130000
DTEND;TZID=CET:20241012T132500
DESCRIPTION:I made a Godot 4 multiplayer game in all the wrong ways\, so yo
 u don't have to. In this talk\, I will give you practical tips to make mul
 tiplayer game development easy and fast.\n\nI will talk about running mult
 iple instances in Godot\, changing scenes\, managing your bandwidth\, and 
 deploying your game server to the cloud.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Practical tips for multiplayer game development - Davide Di Staso
URL:https://talks.godotengine.org/godotcon-24/talk/ELJCML/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-XMUDUF@talks.godotengine.org
DTSTART;TZID=CET:20241012T130000
DTEND;TZID=CET:20241012T143000
DESCRIPTION:We will host multiple 7 minute lightning talks in this time slo
 t. \n\n4 years and 2 many protoypes - Anthony Cossins\n7 Design Patterns i
 n 7 Minutes - André Buse\nA Multiplayer Networking Workbench - Julian Tod
 d\nA trip from Unity to Godot in Enterprise - Dinesh Kumar\nAutomating mat
 erial assignment for large batches of objects - Oliver Van Houtte\nBuildin
 g a 3D game using the real geodata - Alexander Pantiukhov\nGiving a nuke t
 o a Fish: Modding a Godot Game in 7 Minutes - Steen\nGodot Developer Group
 s - Joseph Hill
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Lightning Talks - Olivier Van Houtte\, André Buse\, Dinesh Kumar\,
  Anthony Cossins\, Julian Todd\, Steen\, Joseph Hill\, Alexander Pantiukho
 v
URL:https://talks.godotengine.org/godotcon-24/talk/XMUDUF/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-TYQ39C@talks.godotengine.org
DTSTART;TZID=CET:20241012T133000
DTEND;TZID=CET:20241012T135500
DESCRIPTION:Modern education is shifting from traditional lectures to foste
 ring vital competencies and skill sets through engaging\, experiential lea
 rning. Serious games are at the forefront of this transformation\, blendin
 g fun and emotional engagement with effective education. At the heart of t
 his innovation are open and beginner-friendly game engines like Godot\, wh
 ich simplify the creation and deployment of educational games.\n\nSpeaker 
 Tobias Baumeister is a researcher at Friedrich-Alexander-Universität Erla
 ngen-Nürnberg\, who successfully integrated serious games into the curric
 ulum for computer science courses. These games have shown to not only capt
 ivate students but have also led to higher student engagement and improved
  learning outcomes. Tobias and his team are passionately working on the de
 velopment of new simulation games for higher education\, with a new protot
 ype being born roughly every two months.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:From Lectures to Serious Games: Enhancing Education with Godot - To
 bias Baumeister
URL:https://talks.godotengine.org/godotcon-24/talk/TYQ39C/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-AADXMH@talks.godotengine.org
DTSTART;TZID=CET:20241012T140000
DTEND;TZID=CET:20241012T150000
DESCRIPTION:Open source software is often misunderstood. This talk will giv
 e a short\, practical and accessible introduction on some legal aspects to
  keep in mind\, with a special focus on third party agreements\, including
  'work for hire' and publishing contracts. The purpose of this talk is to 
 give some tools to make sure that these agreements are sound when using Go
 dot.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Stop waiting for Godot: a practical legal guide to using the engine
  effectively in third party contracts - René Otto
URL:https://talks.godotengine.org/godotcon-24/talk/AADXMH/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-P339BT@talks.godotengine.org
DTSTART;TZID=CET:20241012T143000
DTEND;TZID=CET:20241012T152000
DESCRIPTION:In this talk I am going to talk about the development of PVKK: 
 Planetenverteidigungskanonenkommandant.\n\nI am Raffaele Picca\, part of B
 ippinbits and the main developer that worked of the game.\n\nIn the talk I
  will be covering different topics.\n\nA short introduction where the idea
  came from\, the first prototype\, the transition from prototype to the ma
 in project\, how we established an art style and then continued with the p
 roject.\n\nThen I want to talk a bit about how Godot helped us during deve
 lopment and where we had some challenges.\n\nI will then cover some more t
 echnical topics\, like the whole scene setup in Godot (outside/inside in d
 ifferent worlds)\, post-processing\, some basic optimization topics and at
 mosphere/mood techniques.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:PVKK: Behind the scenes - Raffaele Picca
URL:https://talks.godotengine.org/godotcon-24/talk/P339BT/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-SBPHHJ@talks.godotengine.org
DTSTART;TZID=CET:20241012T150000
DTEND;TZID=CET:20241012T160000
DESCRIPTION:When creating plugins\, publicly available tools\, or in-house 
 one off fixes\, it can be easy to shoot for only exactly what the tool is 
 supposed to achieve. However\, this can have unforeseen consequences when 
 the tool achieves exactly what it needs on its own\, but does not fit with
 in the other workflows that users are working with. The user experience as
  a whole is important to consider\, especially for publicly available tool
 s.\n\nIn this workshop\, we will go over key things to know about when you
  are designing the user experience (UX) of workflows\, while keeping in mi
 nd the user interface (UI) of their tools.\n\nOnly previous experience wit
 h game development in general will be necessary. Godot itself will not be 
 used for this workshop\, so no laptop is necessary. The lessons we will go
  over are generally applicable for all toolsets and 3D workflows.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Seeing the forest for the trees: How to think about workflows when 
 designing tools - Robin-Yann Storm
URL:https://talks.godotengine.org/godotcon-24/talk/SBPHHJ/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-CNSEXW@talks.godotengine.org
DTSTART;TZID=CET:20241012T153000
DTEND;TZID=CET:20241012T155500
DESCRIPTION:I really like the idea of rhythm games but I'm terrible at play
 ing them. Making a rhythm game should be easier than playing it\, right? R
 ight???\nThis talk is a summary of my explorations and learnings of how to
  make a rhythm game in Godot without any prior knowledge!
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:I want to make a rhythm game but I don't know how - lislis
URL:https://talks.godotengine.org/godotcon-24/talk/CNSEXW/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-QYEN7F@talks.godotengine.org
DTSTART;TZID=CET:20241012T160000
DTEND;TZID=CET:20241012T170000
DESCRIPTION:Godot packs so many features that\, even as a professional\, it
 's hard to keep track of them all. In this rapid-fire interactive workshop
 \, we will share all sorts of cool tricks and tips to make your Godot deve
 lopment faster\, easier\, and more fun. Little tidbits of knowledge that w
 ill make you go\, "Oh\, you can do THAT?!"\n\nHere's the deal: I'll share 
 my favorite tips and tricks\, but I want you to share yours too! We'll bou
 nce ideas off each other\, and by the end of the workshop\, we'll have a c
 heatsheet and Godot code to take home and use in your projects.\n\nThis wo
 rkshop is for anyone with some Godot basics. Everyone's welcome\, whether 
 you're a beginner or a power user. We'll have something for everyone. If n
 ot\, coffee's on me!
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:The Godot Cheatsheet - Nathan (GDQuest)
URL:https://talks.godotengine.org/godotcon-24/talk/QYEN7F/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-7CQB8W@talks.godotengine.org
DTSTART;TZID=CET:20241012T163000
DTEND;TZID=CET:20241012T165500
DESCRIPTION:Talk will showcase and explain shaders used in games like Voice
  of Flowers\, Enterprise - Space Agency Sim\, Aquabyss. I'll go over the c
 ode and discuss the why and the how. Some examples: distort\, refraction\,
  single swipe\, planets\, agents\, pathfinding\, and other witchcraft. Com
 e to think of it\, might take longer than 25 minutes.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Shaders and magic - live examples - Leszek Nowak
URL:https://talks.godotengine.org/godotcon-24/talk/7CQB8W/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-EMHST8@talks.godotengine.org
DTSTART;TZID=CET:20241012T170000
DTEND;TZID=CET:20241012T175000
DESCRIPTION:The founders of W4 Games discuss the need for a new approach to
  support developers to benefit from growing video game markets\, while rea
 ffirming their commitment to the open source philosophy.\nThe reveal of ne
 w market data and announcements around three highly anticipated products w
 ill make this session one you don’t want to miss at this year’s event.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:W4's role in the Godot Ecosystem - Juan Linietsky\, W4 Games
URL:https://talks.godotengine.org/godotcon-24/talk/EMHST8/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-G7L87R@talks.godotengine.org
DTSTART;TZID=CET:20241012T170000
DTEND;TZID=CET:20241012T183000
DESCRIPTION:Based on their research in comic language\, the narrative studi
 o Shaman Garage ofers their vision of world building as a narrative engine
 .\n\nHybrid worlding is a workshop designed to collectively build a playab
 le digital environment. To do this\, in each edition of the workshop\, all
  the participants will model a world using clay in order to digitalize and
  adapt it to be played in.\n\nThis activity is an opportunity to approach 
 the concept of worlding for videogames or any kind of immersive 3D install
 ation in the most ludic way possible: playing with clay.\n\nThe result of 
 the workshop becomes a piece of living art that reflects the instant of a 
 meeting point between all the creatives who have participated in the works
 hops.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Hybrid Worlding: Co-shaping digital and physical narratives - Shama
 n Garage
URL:https://talks.godotengine.org/godotcon-24/talk/G7L87R/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-8S3JUM@talks.godotengine.org
DTSTART;TZID=CET:20241012T180000
DTEND;TZID=CET:20241012T185000
DESCRIPTION:Discover what's new in XR for Godot developers. \nWe'll share s
 ome demos and present new and relevant features Godot developers can lever
 age to build and polish their XR apps and games.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:What's new in Godot XR - David Snopek\, Fredia L Huya-Kouadio\, Log
 an Lang\, David Borel
URL:https://talks.godotengine.org/godotcon-24/talk/8S3JUM/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-EL3977@talks.godotengine.org
DTSTART;TZID=CET:20241013T093000
DTEND;TZID=CET:20241013T110000
DESCRIPTION:Would you like to integrate your game with a third-party C++ li
 brary? Or\, extend Godot engine at a fundamental level without having to m
 odify its source code? Or\, just need some code to run faster than GDScrip
 t can handle? You can do all these things (and more!) using GDExtension. I
 n this workshop\, we’ll go step-by-step through the process of writing y
 our first GDExtension in C++ using godot-cpp. If you want\, you can bring 
 your laptop and follow along!
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:C++ for Godot with GDExtension - David Snopek
URL:https://talks.godotengine.org/godotcon-24/talk/EL3977/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-ZECZXH@talks.godotengine.org
DTSTART;TZID=CET:20241013T093000
DTEND;TZID=CET:20241013T102000
DESCRIPTION:Bringing Godot to the iPad has been a fabulous and fun adventur
 e.\n\nIn this talk I will discuss both the technical challenges imposed by
  the platform as well as the user experience challenges posed by the platf
 orm and what a compiler engineer learned about developing user interfaces 
 that meet the expectations of modern touch users.\n\nGodot on iPad blends 
 two worlds together with Swift: the world of Godot as expressed by the Swi
 ftGodot binding with the user experience expected by iPad users using Swif
 tUI.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Using SwiftGodot: Godot on iPad - Miguel de Icaza
URL:https://talks.godotengine.org/godotcon-24/talk/ZECZXH/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-XFHGD3@talks.godotengine.org
DTSTART;TZID=CET:20241013T103000
DTEND;TZID=CET:20241013T105500
DESCRIPTION:Aspiring game creators face multiple challenges getting into Go
 dot - including having to learn programming for the first time. This new B
 lock Coding plugin provides an on-ramp for such learners\, enabling games 
 to be built using a high-level visual programming language\, without writi
 ng any GDScript.\n\nWe will discuss the motivation\, concept and design be
 hind our learner-friendly block language\, and then live-demonstrate creat
 ion of a basic game built exclusively with block code.\n\nEndless Foundati
 on is a non-profit dedicated to empowerment through education and access t
 o technology. The Block Coding idea originated from our experience engagin
 g youth from underserved communities in game creation learning experiences
 \, where we witnessed learners becoming overwhelmed by the simultaneous ch
 allenges of having to learn their way around the intricacies of the Godot 
 UI while also learning programming & GDScript for the first time. With our
  Block Coding plugin\, the challenges of learning GDScript can be deferred
  or avoided\, greatly reducing the cognitive burden placed on beginner gam
 e creators. The Block Coding plugin is open source and is available via Go
 dot AssetLib.\n\nEndless brings a decade of experience in diverse digital 
 empowerment projects\, driven by highly experienced and passionate educato
 rs\, technologists\, and philanthropists. We are eager to collaborate arou
 nd improving Godot’s accessibility for learners. Please drop by our exhi
 bition booth so that we can help you integrate block coding into your proj
 ect\, demonstrate our other learning tools\, and chat about our ideas for 
 building a scalable\, collaborative game-making community for aspiring gam
 e creators.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Block Coding: Making Godot Accessible to Learners Everywhere - Endl
 ess Foundation
URL:https://talks.godotengine.org/godotcon-24/talk/XFHGD3/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-SBHLUC@talks.godotengine.org
DTSTART;TZID=CET:20241013T110000
DTEND;TZID=CET:20241013T112500
DESCRIPTION:During six months our team at Epictellers worked hard on creati
 ng a fully functional demo of a cRPG. Creating most of the systems from sc
 ratch\, we will talk about our journey in working together to have a conte
 nt rich hour of gameplay\, with turn based combat\, dialog system\, cutsce
 nes\, etc. all in a beautiful 3D environment. \nIf you are a team question
 ing the amount of complexity Godot can handle\, we will talk about the pai
 n and relief points of Godot\, since our experience has been primary in ma
 king AAA games with Unreal in the past.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:cRPG retrospective - Ricard Pillosu\, Roger\, Àlex
URL:https://talks.godotengine.org/godotcon-24/talk/SBHLUC/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-JAXD8V@talks.godotengine.org
DTSTART;TZID=CET:20241013T110000
DTEND;TZID=CET:20241013T112500
DESCRIPTION:Realism isn't fun: Double jump\, coyote time or rubber banding 
 – games are about what feels right! But how does one add fun and quirky 
 gameplay to a realistic physics engine?\n\nJoin me for fake soft bodies\, 
 breakable objects and the many collision layers of our 2D adventure game 
 “Ghosty Paw”\, where all interactions are physical: Pulling levers\, s
 winging swords\, ripping plants or flipping cabbage carts.\n\nGameplay tea
 ser:  https://youtu.be/YxwzHwKFPW4
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Making physics fun: Our adventure game built on Godot's 2D physics 
 engine - Stephan Bogner
URL:https://talks.godotengine.org/godotcon-24/talk/JAXD8V/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-PF88UD@talks.godotengine.org
DTSTART;TZID=CET:20241013T113000
DTEND;TZID=CET:20241013T115500
DESCRIPTION:Kamaeru was launched on June 8 and has succeeded in sustaining 
 the production of a small studio\, sell it on PC / Switch & Xbox and provi
 de funds for the next game. How was this success organized ?
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:A post-mortem on Kamaeru : organizing your project from A to Z - A.
  Condomines (Bloo)
URL:https://talks.godotengine.org/godotcon-24/talk/PF88UD/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-NBTM8U@talks.godotengine.org
DTSTART;TZID=CET:20241013T113000
DTEND;TZID=CET:20241013T115500
DESCRIPTION:Yes\, Godot is a *game* engine\, but a fairly capable UI framew
 ork for making non-game software as well! A frequently cited fact is that 
 the engine's editor itself is written in Godot. So in this talk\, I want t
 o shine some more light on this\, and share what I have learned while usin
 g Godot to make my (free and open source) to-do list app [Habituary](https
 ://github.com/njamster/habituary). I'll cover the fundamentals of working 
 with Control nodes (including topics like responsive UI and theming)\, but
  also point out certain showstoppers and annoyances\, and present my custo
 m-made solutions to some of those.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Making (Non-Game) Software With Godot - Benjamin Oesterle (njamster
 )
URL:https://talks.godotengine.org/godotcon-24/talk/NBTM8U/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-3X9MQY@talks.godotengine.org
DTSTART;TZID=CET:20241013T130000
DTEND;TZID=CET:20241013T135000
DESCRIPTION:Godot leverages the multi-processing capabilities of modern CPU
 s by using OS threads (a.k.a.\, subprocesses) extensively. There is a numb
 er of different approaches that the engine uses internally and also expose
 s to userland in some cases\, such as a global pool of worker threads and 
 synchronization primitives. In addition\, certain key elements of the engi
 ne must have a notion of multi-threaded processing so that operations are 
 coordinated and synchronized properly. This is especially tricky in featur
 es such as resource loading and interaction with the scene tree.\n\nThis t
 alk will go over all these topics\, explaining where each fits in the glob
 al picture\, how the engine and user projects can benefit from them as wel
 l as certain interesting implementation details. Despite the most natural 
 audience seems to be engine contributors\, this talk is also meant to be e
 njoyed by curious users of the engine that want to understand how stuff wo
 rks and also those that want to learn how to make a good usage of multi-th
 reading in their games.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Squeezing the CPU. Multi-Threading in Godot - Pedro J. Estébanez
URL:https://talks.godotengine.org/godotcon-24/talk/3X9MQY/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-99LHTY@talks.godotengine.org
DTSTART;TZID=CET:20241013T130000
DTEND;TZID=CET:20241013T135000
DESCRIPTION:Ever wonder how to start contributing to the Godot Engine? Or w
 hat you can do to help? Then this talk is for you! We're gonna be discussi
 ng the many different ways you can contribute to engine\, beyond code chan
 ges alone. There are multiple avenues to become a contributor and we're go
 nna explore them here so you can find your own way.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:How to contribute to the Godot Engine - George Marques
URL:https://talks.godotengine.org/godotcon-24/talk/99LHTY/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-JMKCHC@talks.godotengine.org
DTSTART;TZID=CET:20241013T140000
DTEND;TZID=CET:20241013T142500
DESCRIPTION:Hey! I’m Renato Meyer: Argentinian Game Designer\, Internet c
 reature and Godot Developer\, but above all that\, I’m an artist\, which
  means I’m basically a caveman trying to lit a fire when it comes to tec
 h stuff or coding.\nBUT I managed to plant my head into the Spanish game i
 ndustry after immigrating from Argentina\, with tech falling apart\, a com
 puter that took 43 minutes to turn on\, a laptop lacking several keys\, an
 d no coding experience.\nAs an unexperienced artist (caveman) I managed to
  build a small community as a solo dev\, win multiple game jams\, and get 
 a cool job thanks to Godot\, and because of that I would love to talk abou
 t how this engine makes the world of game development way more accessible 
 for multiple profiles that would not otherwise have the necessary means to
  enter.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:I'm an artist\, I don't get technology - Renato Meyer
URL:https://talks.godotengine.org/godotcon-24/talk/JMKCHC/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-SYD9S3@talks.godotengine.org
DTSTART;TZID=CET:20241013T143000
DTEND;TZID=CET:20241013T145500
DESCRIPTION:AWS for Games is a dedicated AWS team focusing on gaming custom
 ers. In this session we will explain how game developers can quick start a
  game with the Godot Engine on AWS. AWS Amplify is everything you need to 
 build web\, mobile apps and more. Easy to start\, easy to scale. We will e
 xplain how you can use AWS Amplify to build\, deploy and run a Godot Game 
 on AWS in less than 5 minutes… and it is all open source!
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:How to quick start a Godot Engine game on AWS - Amazon Web Services
 \, Frédéric Nowak\, Ihsen Ouerghi\, Nassim Benmalek
URL:https://talks.godotengine.org/godotcon-24/talk/SYD9S3/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-APX9PP@talks.godotengine.org
DTSTART;TZID=CET:20241013T150000
DTEND;TZID=CET:20241013T152500
DESCRIPTION:A junior game programmer\, lots of free time\, and even more am
 bition: Join me on this talk as I share my experiences working on my own d
 ialogue tool for the better part of a year.\n\nIn October 2023 I joined a 
 2-month game jam. Naturally\, I first spent 1.5 months making a bespoke di
 alogue tool. Almost a year later\, this tool has grown into my own\, first
 \, large-scale pet project. In this talk\, I will share my approach to sof
 tware development\, my motivations\, and my learnings for future projects.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:D-I-WHY: I was too lazy to read documentation\, so I made my own di
 alogue tool - Snek
URL:https://talks.godotengine.org/godotcon-24/talk/APX9PP/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-YX78Q8@talks.godotengine.org
DTSTART;TZID=CET:20241013T150000
DTEND;TZID=CET:20241013T155000
DESCRIPTION:An update on how the Godot renderer has improved in the last ye
 ar and what to look forward to next year.\n\nThis talk will introduce some
  technical details in a way that is approachable for all audiences and sho
 uld be accessible for most Godot users.
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Godot Rendering Update - Clay John
URL:https://talks.godotengine.org/godotcon-24/talk/YX78Q8/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-A9HKRE@talks.godotengine.org
DTSTART;TZID=CET:20241013T153000
DTEND;TZID=CET:20241013T155500
DESCRIPTION:We are Frog Collective\, a new indie game studio based in Paris
 . We started working on Coldridge\, a turn-based exploration game set in t
 he mystical Wild West. \n\nWe decided to start our indie adventure with Go
 dot. In this talk\, we will speak about this choice and how we explored Go
 dot and its possibilities to make our game.
DTSTAMP:20260515T201804Z
LOCATION:Workshop Room
SUMMARY:Coldridge: Making an exploration game\,  while exploring Godot - Ad
 rien Allard\, Rantet
URL:https://talks.godotengine.org/godotcon-24/talk/A9HKRE/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-24-3VATRG@talks.godotengine.org
DTSTART;TZID=CET:20241013T155000
DTEND;TZID=CET:20241013T160000
DESCRIPTION:-
DTSTAMP:20260515T201804Z
LOCATION:Main Stage
SUMMARY:Closing - 
URL:https://talks.godotengine.org/godotcon-24/talk/3VATRG/
END:VEVENT
END:VCALENDAR
