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UID:pretalx-godotcon-ams-2026-ZE3Q9U@talks.godotengine.org
DTSTART;TZID=CET:20260423T150500
DTEND;TZID=CET:20260423T153500
DESCRIPTION:About Godot's LOD and HLOD capabilities\; talk is beginner frie
 ndly but also contains items that should be interesting to veteran users.\
 n\n- LOD and HLOD basics and pitfalls (of which there are quite a few)\n- 
 How to improve cross fades beyond the default offered methods\n- Shadow is
 sues stemming from cross-fade use and their workarounds \n- Godot's defaul
 t spherical approximation LOD selection method (visualized\, and its impli
 cations for wide-screen supporting games\, among others)\n- The infamously
  vague (yet well behaved and useful) ArrayMesh add_surface LOD argument (g
 oing onto rendering server culler's edge-length).\n- Alternative LOD Selec
 tion methods in existence (visualized\, and demo with custom Godot build s
 upporting them)\n- The "Threshold pixels" project settings and per item/vi
 ewport LOD biases\n\nThis talk is a good background primer for my other ta
 lk: "The long road to a million trees"
DTSTAMP:20260626T235623Z
LOCATION:Theatre 2
SUMMARY:LODs demystified - Bart Wilmink
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/ZE3Q9U/
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UID:pretalx-godotcon-ams-2026-DL7SJJ@talks.godotengine.org
DTSTART;TZID=CET:20260424T112500
DTEND;TZID=CET:20260424T115500
DESCRIPTION:Highlights of getting to render 200-800k trees in-frame at acce
 ptable CPU/GPU cost\, (without using cards or manual LODs). Having taken t
 he very basic concept behind the Witcher 4's voxel-based rendering for dis
 tant items and combined that with Godot's native LOD capabilities. Covers 
 challenges encountered and next steps remaining. The experimental implemen
 tation currently runs with stock Godot\, no custom build or native GDExten
 sion required.\n\n- The advantages compared to cards/manual LOD\n- Quantiz
 ing to voxels\n- Handling multimesh LOD limitations\n- How work is offload
 ed to non-render worker-thread\n- Extending protonscatter to connect this 
 custom renderer\n- Fast loading/startup of scene with millions of items (M
 MI buffer streaming)\n- Retrospective of project thus far
DTSTAMP:20260626T235623Z
LOCATION:Theatre 2
SUMMARY:The long road to a million trees - Bart Wilmink
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/DL7SJJ/
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