~/talk

The Open Source Revolution: How Kubernetes is Changing the Games Industry

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Netspeak builds and launches a mobile MMO in six months, running thousands of concurrent UDP players with thousands of requests/sec and hundreds of gigabytes of player data, by using Kubernetes + Agones for dedicated game servers, fleets and a fleet autoscaler to prevent disconnects during scale-down, and by containerizing Unreal despite its legacy constraints. CI/CD uses GitHub Actions + GitOps for self-service deploys; observability uses Prometheus, Grafana, Vector and Elasticsearch. An internal SDK is open-sourced and the platform successfully supports rapid iteration and production traffic.

AI-written summary · about

  1. 0:00Intro
  2. 1:26How Long Does it Take to Build a Game?
  3. 2:49Why does speed matter?
  4. 3:04What takes up the majority of the time?
  5. 3:42Infrastructure in 6 months
  6. 4:08Requirements
  7. 5:17Dedicated Game Server
  8. 6:10Auth
  9. 6:28Matchmaking
  10. 6:49UDP Connection to Game Engine
  11. 7:06Single Process Supporting many Players
  12. 7:32Why Kubernetes?
  13. 8:42Containerisation ...
  14. 9:22Running as a Deployment
  15. 10:02Multiple on the same Node
  16. 10:27Surviving Scaling and Upgrading
  17. 11:24Agones - GameServers
  18. 12:26Agones - Unreal SDK
  19. 12:49Agones - Fleets
  20. 14:13Lifecycle - PortAllocation & Scheduling
  21. 15:00Lifecycle - Client Calls Matchmaker
  22. 15:32Lifecycle - GameServers is Allocated
  23. 15:50Lifecycle - Client Connects
  24. 16:05Lifecycle - DGS Calls Shutdown
  25. 16:34Agones - Allocated Game Servers
  26. 17:23Agones - Multiple Fleets
  27. 18:53Build Artifacts
  28. 20:14Supporting Cast
  29. 21:03Capabilities
  30. 21:46Lessons Learnt
  31. 22:33Summary
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