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Vitaly Stolyarov2017-08-19 17:44:23
Game development
Vitaly Stolyarov, 2017-08-19 17:44:23

Server offload?

In order to minimize the load on the server (and reduce the amount of traffic), I am looking for ways that would allow this to be done in a Web application, the principle of which is as follows:
- a 3D scene
is loaded and formed on the client - a large number of models are loaded every second of time
- models cached on the user side
- you can generate some data from clients so as not to store it on the server
If there are users on the network, one of which has the necessary files that another user needs, then why not download them from there, and not constantly contact the server? Moreover, on the server you can not store what can be generated on the client side, and transfer it according to the same principle (it’s just worth considering the issue of security), but hope for caching in the rest of the network (from providers or somewhere else) for sure not worth it.
I immediately remembered the principle of the torrent, and on this issue I switched to P2P . It turns out that the browser has had support for a long time, which means that you can transfer any data between users (and not just a video stream).
Few details about the task in this question.
To what extent is such an idea correct and feasible? I read the theory on the net, but I would like to learn about live examples and experience

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2 answer(s)
T
ThunderCat, 2017-08-19
@ThunderCat

- a 3D scene is loaded and formed on the client
where is it loaded from? From local storage or from the server?
- a large number of models are loaded every second of time
and you, I see, do not indulge in buns, something heavier ... Since you are clearly a serious game developer, "a large number" is not 3-5, it's 20-100 pieces. Ok, from 200 to 1000 models will be transferred in 10 seconds. in a minute of play, we, I believe, will see about 6000 models on the playing field (if we're lucky). It will take from 15 minutes to 15 days for an average 3D specialist to develop 1 model, depending on the complexity. Let's say these are not complex models, say, for half an hour of work. 6000 models will make 3000 hours 1 person. ~500 business days. How long is your game?
- models are cached on the user side
according to the previous paragraph, not everyone has enough screws for half an hour of play.
- you can generate some data from clients so as not to store it on the server
yes, perhaps, otherwise, in Warcraft, Blizzard fuckers, they stupidly threw all the resources on the client’s computer, and transmit the coordinates and position, like children, honestly.
If there are users on the network, one of which has the necessary files that another user needs, then why not download them from there, and not constantly contact the server?[...]..and hope for caching in the rest of the network (for providers or somewhere else) is definitely not worth it.
yes, providers are such providers, and they have no speed, and the channel to the outside is much less than that of Vasily Pupkin, yes, Vasya will not lag the game when I and 7 other people start downloading from it "every second a large number of models" .

A
Alexey Yeletsky, 2017-08-21
@Tiendil

Use https://en.wikipedia.org/wiki/Content_delivery_network and don't be fooled by black magic.
For example, you can take Amazon's: docs.aws.amazon.com/AmazonCloudFront/latest/Develo...

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