forked from github-mirrorer/quake-kube
README updates
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@ -27,15 +27,15 @@ Deploy the example manifest:
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$ kubectl apply -f example.yaml
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```
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Finally, navigate to the `http://$(cinder get ip):30001` in the browser.
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Finally, navigate to `http://$(cinder get ip):30001` in the browser.
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## How it works
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QuakeKube makes use [ioquake](https://www.ioquake.org) for the Quake 3 dedicated server, and [QuakeJS](https://github.com/inolen/quakejs), a port of ioquake to javascript using [Emscripten](http://github.com/kripken/emscripten), to provide an in-browser game client.
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QuakeKube makes use of [ioquake](https://www.ioquake.org) for the Quake 3 dedicated server, and [QuakeJS](https://github.com/inolen/quakejs), a port of ioquake to javascript using [Emscripten](http://github.com/kripken/emscripten), to provide an in-browser game client.
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### Networking
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The client/server protocol of Quake 3 uses UDP to synchronize game state. Browsers do not natively supporting sending UDP packets so QuakeJS wraps the client and dedicated server net code in websockets, allowing the browser-based clients to send messages and enable multiplayer for other clients. This ends up preventing the browser client from using any other Quake 3 dedicated server. In order to use other Quake 3 dedicated servers, a proxy handles websocket traffic coming from browser clients and translates that into UDP to the backend. This gives the flexibility of being able to talk to other existing Quake 3 servers, but also allows using ioquake (instead of the javascript translation of it), which uses *considerably* less CPU and memory.
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The client/server protocol of Quake 3 uses UDP to synchronize game state. Browsers do not natively support sending UDP packets so QuakeJS wraps the client and dedicated server net code in websockets, allowing the browser-based clients to send messages and enable multiplayer for other clients. This ends up preventing the browser client from using any other Quake 3 dedicated server. In order to use other Quake 3 dedicated servers, a proxy handles websocket traffic coming from browser clients and translates that into UDP to the backend. This gives the flexibility of being able to talk to other existing Quake 3 servers, but also allows using ioquake (instead of the javascript translation of it), which uses *considerably* less CPU and memory.
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QuakeKube also uses a cool trick with [cmux](https://github.com/cockroachdb/cmux) to multiplex the client and websocket traffic into the same connection. Having all the traffic go through the same address makes routing a client to its backend much easier (since it can just use its `document.location.host`).
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