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Re:Scaling Dedicated Game Servers with Kubernetes: Part 2 – ... by NocV on Tuesday July 11, 2017 @03:47PM (#14747369)
Yeah, i never implied the Pokemon GO server was stateful (and it definitely isn't) in the way that other MMOs/FPSs that require persistent connections are. However, you can't say that it isn't a "game server".

I looked through comments to see if anyone had pointed it out and didn't see anything. Figured maybe you'd be interested to know that Kubernetes was used for something so massive. My bad.

Re:Scaling Dedicated Game Servers with Kubernetes: Part 2 – ... by markmandel on Tuesday July 11, 2017 @03:51PM (#14747413)
No worries - and thanks for pointing it out (I meant you weren't the first person to say this to me). It's worth the clarification.

It's an interesting differentiation in vocabulary between the games industry and what would be the wider technical community, in my experience - a "game server" is a simulation server when talking about it in the games industry. I should have made a note of that in the previous article.