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Text is VERY small and won't really contribute much to your bandwidth usage compared to the complexity or time investiture of coding an entirely new application which will need to be downloaded by your users which will limit your audience. Really, you're better off just making sure all of your media files (images, videos, etc.) have a cache header as that is where more of your traffic is going to be used.
I vote for "bad idea", there are numerous reasons. There is no way for you to have experience in writing such applications comparable with experience of people who wrote the standard webservers, but assume you have, still there is no way for you to have it tested as well as the standard solutions used worldwide.
Do this for ALL of your images. If they never need to change, great! What did you lose by including the datestamp in the URL? If they DO need to change, you'll be glad to not have users complaining that it's "not working" in their browser when we all know it's just a cache issue.
I don't think you realy understand it.
Because if you have like 10 Mb of image's for the game and let say a 'MASSIVE' online game has 1.000.000 players. That would make 10 Tera Byte of data that get's downloaded with private caching.
Because if you have like 10 Mb of image's for the game and let say a 'MASSIVE' online game has 1.000.000 players. That would make 10 Tera Byte of data that get's downloaded with private caching. With public caching i don't know, it depends i think... With p2p it's just 10Mb of course.... the 2the player just download's 10Mb of data from the first player. The 3th player download's 10Mb from the 1st and 2th player and so on...So i dont need to have 10 Terabyte hosting to run a 'MASSIVE' game. Just 10 Mb for the pictures.... And the server doesn't get bothered for pictures or other 'DATA' that other players already have.
I don't know of any games that I'd be willing to wait around on a p2p download to complete before I was even allowed to play it.
Million active players!? For a browser game!? Is there even one game that have such volume cerrently? Well, if you have a million players you don't care about mere TBs of bandwidth, this would be the last of your problems then, really You could just rake an insignificant $10000 a month to pay for some insanely good connectivity and there is no problem anymore
A very long time ago I wrote and marketed a program called Magic Link that allowed player's to play Magic The Gathering online. The program itself was written in C++ and used UDP sockets to communicate between the players or watchers of the game in progress. I personally think this is a great exercise for any programmer to undertake, you'll learn a lot of very valuable information from the process.
After all, the first player must download the data from somewhere. And you'd have to handle cases where no players are currently running their p2p clients. I suppose it would be possible to have the client send a current number of active connections when it makes a connection request which would allow your server to deny requests if they're already connected to another source.
It's a free-game... No commerce.... Im not a capitalist, it's just a hobby to make it. And writing a 'normal' web-page isn't one of my hobbies. Writing something that is difficult is more fun for me. And if 1 Million players can't play it on the the same time it's not a MASSIVE but a normal online game.
And you think like microsoft: 'It doesnt matter that we make crap, just buy new hardware....'That's not my attitude. I know you can do everything if you throw money at it. The "US Federal Reserve" is a good example of that....