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Kube-DOOM

Finally the original DOOM has been reimplemented using a modern microservice architecture running on the Kubernetes container platform...

... well that might be a bit of an overstatement. The purpose of this application made up of 3 microservice is to demonstrate building a Java application and running it on Kubernetes. The DOOM part is just for kicks. Go ahead and shoot some demons, but don't expect the thrills of the original until I put at least a 10000 more hours into it.

How does it work?

This is not one of those demos where every demon represents a Pod, so you can demonstrate fault tolerance by shooting them. I tried to go for a more realistic architecture with one service holding the state of the game world, another acting as the game engine and a third one being the client facing the player.

  • doom-state: Holds the state of the world, basically health of each demon and the player.
  • doom-engine: Makes changes to the game world, like player shooting demons or demons attacking the player.
  • doom-client: The client displaying the game to the player and allowing actions to be taken by the player.

TODOs

  • Add database to hold the game state
  • Engine should be updating demons in the background, so they attack the player
  • UI should be refreshing using ajax calls, or websockets.

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