Virtually Attend FOSDEM 2026

Gaming and VR devroom Track

2026-02-01T09:00:00+01:00

Welcome and setup time

2026-02-01T09:15:00+01:00

Version control remains one of the biggest barriers to open source contribution—especially in game development, where programmers, artists, and designers must collaborate using tools like Git which are designed for code, not creative assets or interdisciplinary teams. At Ink & Switch, we're prototyping a new collaboration system built directly into the Godot editor, supporting real-time co-editing, branching, and visual review of changes. In partnership with the Endless Foundation, we're evaluating this system with students in introductory Godot classes. This talk will demo our progress, explore why version control poses unique challenges for game development, and share early lessons from bringing these tools to students.

2026-02-01T09:40:00+01:00

When a beloved game loses its publisher, its community often fades with it. Android: Netrunner was one such casualty, it was a deeply strategic card game released in 2012 that built a passionate global following before its official cancellation in 2018. Rather than let it disappear, a volunteer collective called Null Signal Games stepped in almost immediately after to keep on supporting the game. Null Signal Games has since regularly released new cards, organized tournaments, and kept the game going for over 7 years. The world championship in 2025 had over 360 players, the second largest ever Netrunner tournament since its entire lifespan.

A key part of this revival is due to the use of open source software. Platforms like Jinteki.net, NetrunnerDB, and AlwaysBeRunning.net provide the digital backbone. They enable online play, deck-building, and community/tournament scheduling. On top of that there are also a bunch of smaller projects that help with a variety of small tasks, such as the online comprehensive rules or an implementation to play vs AI.

This talk explores how open source infrastructure and community involvement has sustained Netrunner beyond corporate support. We’ll look at how technical and creative volunteers coordinate across continents on such a variety of projects and what lessons other fan communities and developers can learn from this model.

Null Signal Games: https://nullsignal.games/ Jinteki.net: https://github.com/mtgred/netrunner Netrunnerdb: https://github.com/Null-Signal-Games/netrunnerdb Alwaysberunning: https://github.com/madarasz/always-be-running

2026-02-01T10:05:00+01:00

I'm presenting FEX, a translation layer to run x86 software on ARM devices, and the challenges it brings to the table: The design a high-performance binary recompiler, translation of Linux system calls across architectures, and forwarding of library calls to their ARM counterparts.

Gaming in particular poses extreme demands on FEX and raises further questions: How do we enable GPU acceleration in an emulated environment? How can we integrate Wine to run Windows games on Linux ARM? Why is Steam itself the ultimate boss battle for x86 emulation? And why in the world do we care more about page sizes than German standardization institutes?

Learn why x86 is such a pain to emulate and what tricks and techniques make your games fly with minimal translation overhead. Be prepared to learn cursed knowledge you won't be able to forget!

2026-02-01T10:35:00+01:00

Overte (https://overte.org/) is a free and open source social virtual worlds platform with VR support. It uses custom renderer and OpenGL. In this talk I will present workflow I used for porting Overte to Vulkan. I will also present resources for learning Vulkan and development tools necessary for porting a game renderer to Vulkan.

2026-02-01T11:00:00+01:00

This talk provides an introduction and overview over the state of open source XR. It focuses on the Monado runtime and its current state when it comes to OpenXR extensions and hardware drivers, but also covers the context of the wider ecosystem: How does it relate to OpenHMD, OpenComposite, xrizer, wlx-overlay-s, Electric Maple, WiVRn, Godot, and a variety of other projects?

https://monado.dev/ https://github.com/WiVRn/WiVRn https://gitlab.freedesktop.org/monado/electric-maple https://gitlab.com/znixian/OpenOVR https://github.com/Supreeeme/xrizer https://github.com/galister/wlx-overlay-s https://github.com/godotengine/godot

2026-02-01T11:25:00+01:00

SlimeVR is a fully open source hardware and software project turned company that produces both he required hardware and software for IMU based Full Body Tracking for VR, Motion Capture and VTubing. Over the last 4 years we have grown from a team of 2 and a desire to make cool stuff to an industry leading company with over 10 full time employees, 29.000+ customers and an active community over on discord with 69.000+ members!

In short, SlimeVR uses IMU's (Inertial Measurement Unit) to estimate a virtual skeleton that can then be used for various purposes such as: Virtual Reality games, Motion capture through VMC or with BVH files and Vtubing which has become more and more popular over the years. Whilst we sell the hardware needed, people can also fully build their own hardware with off the shelf components!

We have a huge passion for open source and we love sharing our ideas and mindset with the rest of the world. On top of that, we would love to hear from everyone else as well! That's why we would love to attend the Gaming and VR Devroom at fosdem 2026.

We would love to showcase and share how we came to be, and show off some of the hardware and software that we have developed over the years. Including our latest and greatest recently announced Butterfly trackers. http://slimevr.dev/smol Our software has seen tremendous strides in recent years and has been embraced by names such as Sony for their motion capture product (Mocopi).

We would also love to show off some of the hardware in action! If possible we could set up a demo where the avatar on screen is tracked off of the speaker in real time!

2026-02-01T11:50:00+01:00

OpenXR continues to gain traction as the cross-platform standard for XR, but gaming introduces unique challenges that often require specialized extensions. This talk will explore the recent advances in OpenXR, with a focus on gaming-relevant extensions, and how an open source runtime like Monado makes these capabilities accessible to developers.

We will cover: * The latest OpenXR extensions for hand-tracking, body-tracking, haptics, and spatial entities. * Latest updates in Monado that introduce and simplify access to gaming-oriented XR features. * Practical examples of how Khronos and the OpenXR standard have simplified developer workflows, reducing integration overhead, and making it easier to implement XR features consistently across hardware and platforms.

Attendees will gain insight into how open standards and open source implementations are driving the next generation of interoperable AR/VR gaming experiences.

2026-02-01T12:20:00+01:00

In 2002, a group of Warcraft III enthusiasts built a free community server using the open-source PvPGN project. Over twenty years and a million games later, Eurobattle.net remains one of the longest-running unofficial Warcraft III servers in existence. This talk traces its evolution from early bnetd and PvPGN roots through the rise of GHost++ and GProxy projects, which fundamentally transformed Warcraft III map hosting, to our own project forks and extensions that keep the ecosystem alive today. Attendees will learn about the architecture behind Eurobattle.net, challenges maintaining decades-old C++ stack, learn about the community aspects, and see a short live demo.