skills/sickn33/game-development/multiplayer/SKILL.md
Multiplayer game development principles. Architecture, networking, synchronization.
npx skillsauth add aiskillstore/marketplace multiplayerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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.
development
Apple Human Interface Guidelines for content display components. Use this skill when the user asks about charts component, collection view, image view, web view, color well, image well, activity view, lockup, data visualization, content display, displaying images, rendering web content, color pickers, or presenting collections of items in Apple apps. Also use when the user says how should I display charts, what's the best way to show images, should I use a web view, how do I build a grid of items, what component shows media, or how do I present a share sheet. Cross-references: hig-foundations for color/typography/accessibility, hig-patterns for data visualization patterns, hig-components-layout for structural containers, hig-platforms for platform-specific component behavior.
tools
Automate HelpDesk tasks via Rube MCP (Composio): list tickets, manage views, use canned responses, and configure custom fields. Always search tools first for current schemas.
testing
Expert Haskell engineer specializing in advanced type systems, pure functional design, and high-reliability software. Use PROACTIVELY for type-level programming, concurrency, and architecture guidance.
tools
GraphQL gives clients exactly the data they need - no more, no less. One endpoint, typed schema, introspection. But the flexibility that makes it powerful also makes it dangerous. Without proper controls, clients can craft queries that bring down your server. This skill covers schema design, resolvers, DataLoader for N+1 prevention, federation for microservices, and client integration with Apollo/urql. Key insight: GraphQL is a contract. The schema is the API documentation. Design it carefully.