The Open Source Revolution: How Kubernetes is Changing the Games Industry
Talkat KubeCon + CloudNativeCon North America 2020 Virtual · on Wednesday, 2020-11-18· at 15:50· Intrado Virtual Event Platform,·
summary
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.
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chapters (31)
- 0:00Intro
- 1:26How Long Does it Take to Build a Game?
- 2:49Why does speed matter?
- 3:04What takes up the majority of the time?
- 3:42Infrastructure in 6 months
- 4:08Requirements
- 5:17Dedicated Game Server
- 6:10Auth
- 6:28Matchmaking
- 6:49UDP Connection to Game Engine
- 7:06Single Process Supporting many Players
- 7:32Why Kubernetes?
- 8:42Containerisation ...
- 9:22Running as a Deployment
- 10:02Multiple on the same Node
- 10:27Surviving Scaling and Upgrading
- 11:24Agones - GameServers
- 12:26Agones - Unreal SDK
- 12:49Agones - Fleets
- 14:13Lifecycle - PortAllocation & Scheduling
- 15:00Lifecycle - Client Calls Matchmaker
- 15:32Lifecycle - GameServers is Allocated
- 15:50Lifecycle - Client Connects
- 16:05Lifecycle - DGS Calls Shutdown
- 16:34Agones - Allocated Game Servers
- 17:23Agones - Multiple Fleets
- 18:53Build Artifacts
- 20:14Supporting Cast
- 21:03Capabilities
- 21:46Lessons Learnt
- 22:33Summary
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