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They keep their 3D models of individual Pokemon including their animations on a CDN and don't perform any caching on the models. I suspect these change infreque
by TrueDuality 10y ago
They keep their 3D models of individual Pokemon including their animations on a CDN and don't perform any caching on the models. I suspect these change infrequently enough that they could be built into the app itself and save a significant amount of data.
Another user has already mentioned they don't attempt to cache image or textual information about Pokestops. Pokestops for most people are pretty recurring. This probably consume less information than the models but is also likely to be pretty static information.
- djent 10y ago>They keep their 3D models of individual Pokemon including their animations on a CDN and don't perform any caching on the models Could you provide a source for this? I did some Googling but could not find any information supporting this. I definitely agree on the Pokestop data, but I find it hard to believe that models and animations are not assets included in the app file.
- verroq 10y agoYou can't find any info because it is completely false. As a Unity game all of the assets are stored in the asset bundle. The game contains ~60mb of assets. The only data the game fetches are the realtime map data and even those are cached internally.
- epmaybe 10y agoThis isn't entirely true. I've used a package from the asset store that let you dynamically load .fbx files from a server.
- voltagex_ 10y agoI dunno - the lookup tables for stats + animations + attacks are sent via protobuf, but the 3D models themselves should be in the app.
- roflchoppa 10y agothat or enable fast most like gold and silver version had, that skipped all that jazz, which in turn should also save battery life by not rendering / downloading any of that stuff.
- regularfry 10y agoIt looks like the Pokemon Go architecture is largely cannibalised from Ingress. Pokestops are warmed-over Ingress Portals (same locations, same names, same photos). In Ingress, portals are much more dynamic - things that have happened in the last few seconds to a specific portal matter. From that point of view it's not surprising that Pokestops are uncached; I wouldn't be surprised if they added caching in a future release. If you were Niantic, and expecting Pokemon Go to be roughly as popular as Ingress, would you bother going to the effort of adding a caching layer when you could not, and expend your efforts on the front end and content, and get the release out sooner?
- TeMPOraL 10y ago> If you were Niantic, and expecting Pokemon Go to be roughly as popular as Ingress, would you bother going to the effort of adding a caching layer when you could not, and expend your efforts on the front end and content, and get the release out sooner? Because Ingress wasn't reliable either, and this way Pokémon Go has an opinion of being playable mostly when everyone else is asleep. It's only this week that I can actually run it somewhat reliably after work... Speaking of Ingress portals - there were not much more dynamic than Pokéstops are (given that you can drop "Pokéstop modules" on them, which affect all players). This was my complaint against Ingress too - while portal state should be redownloaded continuously, the visual/information data changes infrequently to never. The name, the photo. The stuff you actually need to have to display portal details. Similarly Pokéstops. That kind of data should absolutely be cached. It cannot be used for cheating, and caching it is like elementary engineering.