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agones-dev
agones
Go2018–2024
agones-dev / agones

agones

Dedicated Game Server Hosting and Scaling for Multiplayer Games on Kubernetes

5Distinct people
5Mentions
0Explicit recommenders
7.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Dedicated Game Server Hosting and Scaling for Multiplayer Games on Kubernetes

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:03:16 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year5 dated mentions

Observed mentions: 2018-03-16 05:51:02 UTC to 2024-05-15 21:15:51 UTC.

0122018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC211
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC101
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101

What Hacker News says

5 sources
Hey HN. We have a pretty cool tech stack to make a game like this possible, so I thought I'd give a writeup of how we did it. We ship Goober Dash to multiple websites, iOS, Android, Mac App Store & Steam PC/Mac/Linux. We run timed deals on premium cosmetics and have advertising on the web versions. We have a kubernetes cluster that has Agones [1] for game server orchestration, a custom written matchmaker, a fork of nakama [2] for the account system, our gameserver fleets (Godot in a docker container), some monitoring tools, a postgres database, and a bunch of ingress controller stuff. We run all of this out of Digital Ocean's nyc datacenter. Fun fact: my personal ping to nyc suddenly got much faster a few months ago (80ms -> 50ms). We made this game in Godot 3 using a custom c++ netcode module for rollback and resimulation. This multiplay
Read the rest
er system supports websocket, webRTC and enet as a transport layer. The clients use a second thread to simulate from the server state to their current state. This second thread is usable even on the web when SharedArrayBuffer is available. We made a level editor for this game where users can create levels. There are over 50,000 levels. Most of them are kinda throw away levels of users simply trying out the level editor, but there are some really cool levels too, like this 'flappy bird' level [3] or this one that uses crates in a cool way [4]. For this game, we wrote the majority of it in GDScript as a first prototype, but then before release we had to rewrite the gameplay loop in c++ to make it performant enough (we can hit 60fps on android web on many devices now). We are a small company of 3 people up in Canada and we've been working our butts off for 3 years to make it work as an indie gaming studio. We're climbing and grinding, but still not crushing it. Personally, I think Goober Dash is a great game and deserves more attention. Would love to know what you think of it, and I can answer any questions about Godot as I have been using it professionally for years now. [1] https://github.com/googleforgames/agones [2] https://github.com/heroiclabs/nakama [3] https://gooberdash.winterpixel.io/?play=f3ccaa3e-5c9c-41f8-8... [4] https://gooberdash.winterpixel.io/?play=7eb9fe45-6f7d-4c8a-a...
In Show HN: Goober Dash a multiplayer game made in Godot3 with 50k levels
> An ecosystem most knowledgeable SREs will recommend your team not use unless you are able to do a relatively large amount of due diligence and have dedicated staff who are domain experts for kubernetes Who are those 'knowledgeable SREs' and what are they recommending instead? Docker Swarm? VMs? There is a place for those approaches, but people often underestimate the amount of work that is involved to bring large services into production, work that has been packaged and commoditized by K8s, by domain experts. Moreover, it allows people to speak the same language and easily share their solutions. Actual domain experts are required (today) if you want to bring databases and other stateful workloads to Kubernetes. But stateless? I'll run MicroK8s in a Raspberry Pi if I need to run containers. There is so much stuff that's taken care of by
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K8s that I can't'see why one wouldn't use it, unless they need to just run a single container somewhere. > and proprietary cloud setups. Proprietary? https://github.com/googleforgames/agones You don't have to run it on GKE, you know. You can manage it yourself. Which I'm not sure why you would do, since you are complaining about the lack of domain expertise.
In Simplified global game management: Introducing Game Servers

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