R0J0hound
Wow this sounds like a really cool idea (If I'm understanding this correctly). Will it work for multi-platform games? For example; I begin hosting and then someone else uses the browser on their smartphone to connect to me?
Also you mentioned up to 50 players connecting at once. But is that with limited sprite objects on the canvas with only one or two objects? I'd imagine updating multiple objects at once would showcase some kind of frame-rate issue.
So I decided to take the plunge and tinker around with some networking in C2. I found a javascript library PeerJS which uses webrtc on browsers that support it (aka Chrome and FireFox). It seemed appealing to me, as once I got a wrapper working I wouldn't need to write any server side code to get multiple devices connected together.
So here's a relatively simple tech test of it in action. The first person becomes the host and all others connect to him. Each player has a box to drag around and all the other players box's positions are updated at an arbitrary 20fps. Supposedly I can have up to 50 players connected at once.
So without further ado, join the box dragging nonsense:
http://tinyurl.com/kherptw