Agones: Dedicated Game Servers on Kubernetes

Shriira Press

Preface

Run multiplayer game servers on Kubernetes. Orchestrate, allocate, and autoscale dedicated game servers with a game-server-aware lifecycle — never killed mid-match.

Welcome to Agones: Dedicated Game Servers on Kubernetes.

Agones is the CNCF platform for running, scaling, and orchestrating dedicated multiplayer game servers on Kubernetes — extending Kubernetes with game-server-aware abstractions (the GameServer lifecycle, Fleets, allocation, autoscaling) so game servers get Kubernetes' power while handling their stateful, session-based, latency-sensitive nature. This free book teaches it from the ground up: the dedicated game server problem and what Agones is, game server and multiplayer concepts, Agones's architecture (controllers, CRDs, the SDK), the GameServer (a single server and its lifecycle — Ready, Allocated, Shutdown), the Agones SDK (server integration), Fleets (pools of servers and the ready buffer), allocation (assigning a server to a match), autoscaling (keeping enough ready servers), fleet updates, multi-cluster, and operations, and using Agones in practice. Ten focused chapters with clear diagrams that make game server orchestration concrete — maintain a ready buffer so matches get a server instantly, allocate dedicated servers to matches, autoscale by readiness (not load), and update fleets without disrupting live matches — running scalable, global multiplayer infrastructure on Kubernetes.

This title is part of the ShriIra library and is free to read in full, right here — our small contribution to making world-class knowledge easy to reach.

A note on reading it: open the Contents menu at the top of the reader to jump between chapters, use the Aa menu to set a comfortable text size, theme (light, sepia, or night), and single- or two-page layout. Your place is saved automatically, so you can always pick up where you left off.

We hope it serves you well.

— Shriira Press

Contents

  1. Chapter 1 — What Agones Is
  2. Chapter 2 — Dedicated Game Servers and Gaming Infrastructure
  3. Chapter 3 — Agones Architecture
  4. Chapter 4 — The GameServer
  5. Chapter 5 — The Agones SDK
  6. Chapter 6 — Fleets
  7. Chapter 7 — Allocation
  8. Chapter 8 — Autoscaling
  9. Chapter 9 — Fleet Updates, Multi-Cluster, and Operations
  10. Chapter 10 — Agones in Practice
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