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/multiplayer

Multiplayer game development principles. Architecture, networking, synchronization.

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master-skills
17200 skills

Claude Code

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

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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@sinhoneyy
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Questions about multiplayer.

Which coding agents can use multiplayer?
multiplayer installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.