multiplayer-networkinglisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Multiplayer Networking
## Purpose
Networked gameplay is constrained by three facts that cannot be engineered away:
latency exists, bandwidth is finite, and clients are not trustworthy. Every
design decision here is a trade between responsiveness, consistency and security.
The most expensive mistake is architectural and made early: building
single-player and adding multiplayer later. Authority has to be designed in from
the start, because retrofitting it is close to a rewrite.
## When to use
- Adding multiplayer to a game, or designing one from the start.
- Networked movement, combat or interaction feels laggy, rubber-bandy, or unfair.
- Clients disagree about game state.
- Bandwidth or server cost is too high.
- Choosing a topology: dedicated server, listen server, or peer-to-peer.
## When NOT to use
- Local or split-screen multiplayer, which has none of these problems.
- Pure security auditing of an existing implementation. Use `client-server-trust`
and the `security` agent.
- Turn-based games with no latency sensitivity, where a much simpler
request/response model is sufficient and this complexity is unwarranted.
## Required context
| Fact | Why it matters |
|---|---|
| Topology | Determines where authority can live and what is attackable |
| Player count per session | Two and sixty-four are different problems |
| Latency-sensitivity of the core loop | A shooter and a strategy game need different techniques |
| Whether the game is competitive | Competition me