multiplayerlisted
Install: claude install-skill aiskillstore/marketplace
# 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 |
|------|------|