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|Session Name:||Open Source Game Development Summit: Agones and Quilkin: OSS Multiplayer Game Server Service Mesh on Kubernetes|
|Company Name(s):||Google Cloud|
|Track / Format:||Open Source Game Development Summit|
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|Overview:||Previous talks have looked at two open source projects: Agones, the platform for orchestrating and scaling dedicated multiplayer game servers on top of Kubernetes, and Quilkin, an extensible UDP proxy specifically built for protecting, observing and authenticating game server communications.On the surface this seems like a very powerful combination, but manually integrating the two can be a tricky and intimidating process. You need to know and understand the Kubernetes API and its client libraries, and then tie it into Quilkin's xDS compliant API implementation all through some custom code - which is a large and complex amount of work (and a lot of acronyms).In this talk, Mark Mandel, Developer Advocate at Google Cloud, will look at how anyone can utilize Quilkin's native Agones integration to provide a turnkey solution for proxying UDP traffic to game serversproviding an extra layer of protection and observability when orchestrating game servers on top of Kubernetes.|