I drew up this cache system concept since I noticed the amount of data being recieved by the client was rather high, like jumping up from 1.5kb/s to 11kb/s from an explosion smg at 40 shots/second. Granted, the explosions I made do require a lot of data and while I have prototyped a data compression and decompression algorithm (eg; converting booleans to 1s and 0s), and made a bulk vfx handler, 9.5 extra kb/s for one guy doing a slightly intensive action is a lot.
Now I could just give the client all the data for all the predefined explosions when they join and be done with it, but the problem is that this game is planned to have to be very dynamic and algorithmic; I'm talking the game constantly generating new VFX, like shooting a rocket and it explodes even larger with a new, different color. So if repeat occurrences of an effect happen, it needs to be able to just store it.
The problem is that I'm rather new to this and I can't find any resources online for this specific purpose. So I'm just trying to collect any feedback from more experienced developers, because I ain't wanna program allat only for it to be terrible at its job.
** You are now Level 4! **