Claude
Cursor
opencode
Skill
multiplayer
Multiplayer game development principles. Architecture, networking, synchronization.
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Download
vodailocz-kilo-kit-mcp-skills_games_multiplayer-0448e6c.zip · 1 KB
Install
skills CLI
npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/multiplayer
Claude Code
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git
git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
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.
Files (kilo-kit-mcp)
-
SKILL.md 2.7 KB
--- name: multiplayer description: Multiplayer game development principles. Architecture, networking, synchronization. allowed-tools: Read, Write, Edit, Glob, Grep, Bash --- # 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.
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