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multiplayerlisted

Multiplayer game development principles. Architecture, networking, synchronization.
aiskillstore/marketplace · ★ 334 · AI & Automation · score 83
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 | |------|------|