home / skills / vudovn / antigravity-kit / multiplayer
This skill helps you design and optimize multiplayer architecture, synchronization, and security by applying proven principles for latency, fairness, and
npx playbooks add skill vudovn/antigravity-kit --skill multiplayerReview the files below or copy the command above to add this skill to your agents.
---
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.
This skill teaches multiplayer game development principles focused on architecture, networking, and synchronization. It distills design choices, latency mitigation, bandwidth optimization, and security practices into practical guidance for TypeScript-based game projects. Use it to choose architectures, implement sync models, and harden server authority.
The skill inspects common multiplayer scenarios and maps them to architectures (dedicated server, host-based, client-server, distributed). It explains synchronization models (state, input, hybrid), lag compensation techniques (prediction, interpolation, reconciliation), and network optimizations (delta compression, quantization, area of interest). It also covers security checks, anti-cheat patterns, and matchmaking criteria.
Which architecture gives the lowest latency?
Dedicated authoritative servers typically give the most consistent low latency and best security, at higher cost.
When should I use prediction vs interpolation?
Use prediction for local player responsiveness (client predicts its own actions) and interpolation for smoothing remote players' movements between received updates.