I do something similar, but rather than the DOM, I use canvas and the only bit 
of frontend is the code to open the websocket and compile and run each drawing 
function sent by the server. Once a drawing function is compiled on the client 
side, it is cached and reused.   All image, sound, and video assets cache by 
the browser normally. 

Works beautifully, and even allows for upgrading the user experience (bug fix) 
on the fly w/o reloading. 

Dave

-=-=- d...@nexttolast.com -=-=-

> On Oct 17, 2013, at 9:45 AM, Eric Reynolds <eric.remo.reyno...@gmail.com> 
> wrote:
> 
> In the last few days I have been experimenting with a new project I have 
> called browsy. I am posting here because, being a node.js novice, I'd like to 
> find out whether my idea is wrong, and why, or if actually it would generate 
> some interest.
> 
> So the concept is: rather than writing client and server code, the server 
> contains all the logic and it directly manipulates the client DOM using 
> low-level constructs over socket.io.
> 
> The disadvantage of this is performance. The big advantage is ease of 
> development - when you write an app it feels like it's a stand-alone desktop 
> app with multiple windows (instead of 'clients'). The target use case is 
> where (a) there's a fast connection between the server and the client, say a 
> LAN (b) you don't have a bajillion users and (c) you want to get it working 
> really really quickly. So something like basic multi-user office automation, 
> for example, or quick development of GUI interfaces for a server app.
> 
> An initial version of the library is available on npm, it's already got 
> enough functionality to build a simple chat application (see the package 
> readme for a tutorial).
> 
> I'd really appreciate any feedback!
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