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
Part of vodailocz/kilo-kit-mcp — 142 skills

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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