Ha, an agency i worked at years ago did very similar with some Azure container service.
We actually hosted the game in the pods, so if you took them all down simultaneously and refreshed you could get a brief 404 as they were spinning back up.
This just gave me a flashback to a game I played once long ago, where you flew a spaceship around an environment that took things like file names and icons from your computer to populate it. I think it might have been this?
Haha awesome! Thanks for sharing this. I’ve been toying around with unity and have thought up a chaos engineering game or two. I haven’t done anything yet but I certainly will want to. I’m reading through the code now :)
…and here is one of the interesting files. Looks like the game is running shell commands (line 93). I predicted a C# library being used or hitting the kube API directly. Neat! I love seeing how people do stuff.
> I predicted a C# library being used or hitting the kube API directly.
Apparently NuGet doesn't play nicely with Unity.
The README has this to say:
> The game is really just a POC, and I hacked it together pretty quickly. In an ideal world I would have got the C# kubernetes-client library working with Unity and used the kube API. NuGet and Unity don't play nicely together so for a quick hack solution I went with calling out to the kubectl process from in-game. These processes are launched in separate threads to keep the game smooth and pause-free. I don't do any fancy thread lifecycle management, so threads are aborted/killed randomly during the game. Performance still seems fine for the demo.
Would love to see some battle progress, watch the SLAs crumble. Oh and a way to starve a node of CPU, but then it would become more like a strategy game I guess.
We actually hosted the game in the pods, so if you took them all down simultaneously and refreshed you could get a brief 404 as they were spinning back up.