Author Archives: Mark Mandel

Scaling Dedicated Game Servers with Kubernetes: Part 1 – Containerising and Deploying

This is part one of a fivefour-part series on scaling game servers with Kubernetes. For the past year and a half, I’ve been researching and building a variety of multiplayer games. Particularly those in the MMO or FPS genres, as they have some unique and very interesting requirements for communication protocols and scaling strategies. Due to my […]

Cloud NEXT for Game Developers

If you are a game developer that works on any kind of mobile, multiplayer or online internet connected game, you may want to attend Google Cloud’s premier conference in San Francisco, Cloud NEXT, especially since it is conveniently timed right after GDC. Even if you aren’t attending GDC, if you are building any backend infrastructure […]

One Year as a Developer Advocate

A little while ago, I passed my first year mark of working for Google. This also marked the first anniversary of me moving from a (long?) career as a software engineer, into a full time position in Developer Relations, and more specifically Developer Advocacy. I wanted to write a post about this, as when I often talk […]

Brute 0.4.0 – From CLJX to Reader Conditionals

This release of Brute, provides no new features, but is instead a migration from using CLJX as the support for both Clojure and ClojureScript at once, to upgrading to Clojure 1.7, and utilising the (relatively?) new feature of Reader Conditionals. In terms of changing the implementing code, this was a fairly straightforward task. It was essentially […]

Recording: Containers in Production – Crazy? Awesome? or Crazy Awesome!

Late last year I was invited to participate in a panel discussion at New Relic’s FutureStack conference on using Software Containers (which generally means Docker) in production environments.  We had an excellent discussion about what is good about the ecosystem, as well as what needs to improve, as well as best practices and approaches for running […]