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/multiplayer

Multiplayer game development principles. Architecture, networking, synchronization.

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master-skills
12200 skills
Install
$ npx -y skills add sinhoneyy/master-skills --skill multiplayer --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/multiplayer

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Multiplayer game development principles. Architecture, networking, synchronization.

SKILL.md

multiplayer.SKILL.md
name: multiplayer
description: "Multiplayer game development principles. Architecture, networking, synchronization."
risk: unknown
source: community
date_added: "2026-02-27"

Multiplayer Game Development

> Networking architecture and synchronization principles.

---

1. Architecture Selection

Decision Tree

What type of multiplayer?
│
├── Competitive / Real-time
│   └── Dedicated Server (authoritative)
│
├── Cooperative / Casual
│   └── Host-based (one player is server)
│
├── Turn-based
│   └── Client-server (simple)
│
└── Massive (MMO)
    └── Distributed servers

Comparison

| Architecture | Latency | Cost | Security | |--------------|---------|------|----------| | **Dedicated** | Low | High | Strong | | **P2P** | Variable | Low | Weak | | **Host-based** | Medium | Low | Medium |

---

2. Synchronization Principles

State vs Input

| Approach | Sync What | Best For | |----------|-----------|----------| | **State Sync** | Game state | Simple, few objects | | **Input Sync** | Player inputs | Action games | | **Hybrid** | Both | Most games |

Lag Compensation

| Technique | Purpose | |-----------|---------| | **Prediction** | Client predicts server | | **Interpolation** | Smooth remote players | | **Reconciliation** | Fix mispredictions | | **Lag compensation** | Rewind for hit detection |

---

3. Network Optimization

Bandwidth Reduction

| Technique | Savings | |-----------|---------| | **Delta compression** | Send only changes | | **Quantization** | Reduce precision | | **Priority** | Important data first | | **Area of interest** | Only nearby entities |

Update Rates

| Type | Rate | |------|------| | Position | 20-60 Hz | | Health | On change | | Inventory | On change | | Chat | On send |

---

4. Security Principles

Server Authority

Client: "I hit the enemy"
Server: Validate → did projectile actually hit?
         → was player in valid state?
         → was timing possible?

Anti-Cheat

| Cheat | Prevention | |-------|------------| | Speed hack | Server validates movement | | Aimbot | Server validates sight line | | Item dupe | Server owns inventory | | Wall hack | Don't send hidden data |

---

5. Matchmaking

Considerations

| Factor | Impact | |--------|--------| | **Skill** | Fair matches | | **Latency** | Playable connection | | **Wait time** | Player patience | | **Party size** | Group play |

---

6. Anti-Patterns

| ❌ Don't | ✅ Do | |----------|-------| | Trust the client | Server is authority | | Send everything | Send only necessary | | Ignore latency | Design for 100-200ms | | Sync exact positions | Interpolate/predict |

---

> **Remember:** Never trust the client. The server is the source of truth.

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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