Challenges of running real-time game servers in a Kubernetes cluster
- Real-time game servers require stable connections and low latency
- Kubernetes can be a good fit for hosting websites and APIs but may not work well for real-time game servers
- PlayStation is using Agones, an open source project, to run game servers in a Kubernetes cluster
- Agones allows for fine-grain control and game-specific logic in scaling game servers
- Multi-region deployment can be achieved through a ping-based approach and a Matchmaker software can group players together based on various parameters
Real-time game servers require stable connections and low latency, which can be challenging to achieve in a Kubernetes cluster. At PlayStation, we are using Agones, an open source project, to run game servers in a Kubernetes cluster. Agones allows for more fine-grain control and game-specific logic in scaling game servers, which is important for providing a great shared-world game experience. Multi-region deployment can be achieved through a ping-based approach and a Matchmaker software can group players together based on various parameters. By using these tools, we hope to get all the benefits of the Kubernetes ecosystem without sacrificing the ability to provide great shared-world game experiences.