acceptance-orchestrato…
Use when a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance…
Multiplayer game development principles. Architecture, networking, synchronization.
Claude Code
$ npx -y skills add sinhoneyy/master-skills --skill multiplayer --agent claude-code
Codex
$ npx skills add sinhoneyy/master-skills --skill multiplayer -a codex -y
Cursor
$ npx skills add sinhoneyy/master-skills --skill multiplayer -a cursor -y
Gemini CLI
$ npx skills add sinhoneyy/master-skills --skill multiplayer -a gemini-cli -y
GitHub Copilot
$ npx skills add sinhoneyy/master-skills --skill multiplayer -a github-copilot -y
OpenCode
$ npx skills add sinhoneyy/master-skills --skill multiplayer -a opencode -y
Windsurf
$ npx skills add sinhoneyy/master-skills --skill multiplayer -a windsurf -y
name: multiplayer description: "Multiplayer game development principles. Architecture, networking, synchronization." risk: unknown source: community date_added: "2026-02-27"
> Networking architecture and synchronization principles.
---
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| Architecture | Latency | Cost | Security | |--------------|---------|------|----------| | **Dedicated** | Low | High | Strong | | **P2P** | Variable | Low | Weak | | **Host-based** | Medium | Low | Medium |
---
| Approach | Sync What | Best For | |----------|-----------|----------| | **State Sync** | Game state | Simple, few objects | | **Input Sync** | Player inputs | Action games | | **Hybrid** | Both | Most games |
| Technique | Purpose | |-----------|---------| | **Prediction** | Client predicts server | | **Interpolation** | Smooth remote players | | **Reconciliation** | Fix mispredictions | | **Lag compensation** | Rewind for hit detection |
---
| Technique | Savings | |-----------|---------| | **Delta compression** | Send only changes | | **Quantization** | Reduce precision | | **Priority** | Important data first | | **Area of interest** | Only nearby entities |
| Type | Rate | |------|------| | Position | 20-60 Hz | | Health | On change | | Inventory | On change | | Chat | On send |
---
Client: "I hit the enemy"
Server: Validate → did projectile actually hit?
→ was player in valid state?
→ was timing possible?| Cheat | Prevention | |-------|------------| | Speed hack | Server validates movement | | Aimbot | Server validates sight line | | Item dupe | Server owns inventory | | Wall hack | Don't send hidden data |
---
| Factor | Impact | |--------|--------| | **Skill** | Fair matches | | **Latency** | Playable connection | | **Wait time** | Player patience | | **Party size** | Group play |
---
| ❌ 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.
This skill is applicable to execute the workflow or actions described in the overview.
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