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Entity-Component-System Architecture in Kubernetes


DISCLAIMER: The idea of this blog is mine but LLM wrote most of the text. I have read and adjusted the content to make sure it aligned with my intention.

The Entity-Component-System (ECS) pattern, widely used in game development and simulations, cleanly separates data (components), identities (entities), and logic (systems). System Controllers, Scheduler, KubeletProcesses that watch and reconcile differences between spec(desired) and status(actual). Metadata (Labels/Annotations): Key-value pairs acting as passive components for identification ( app: frontend) or tooling-configuration ( kubernetes.io/ingress-class: nginx).

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