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multiplayer-networkinglisted

Designing networked gameplay - authority model, state replication, client prediction and reconciliation, latency compensation, bandwidth budgeting, and handling disconnects. Use when adding multiplayer, when networked movement or combat feels wrong, when players desynchronise, or when deciding between listen server, dedicated server and peer-to-peer.
ibrohim1234567881717/game-dev-ai-skills · ★ 0 · AI & Automation · score 71
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# 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