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multiplayer
Multiplayer game principles — networking architecture, synchronization, security, matchmaking
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Multiplayer game principles — networking architecture, synchronization, security, matchmaking
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing depth to web experiences. Use when: 3D website, three.js, WebGL, react three fiber, 3D experience.
Game art principles — art style, color theory, animation principles, asset pipeline
Game design principles — core loop, GDD, player psychology, difficulty balancing, progression
Orchestrator game — route to implementation skill (pxhopencode) + principle-based sub-skill (agent-skills-hub)
Mobile game principles — touch input, battery, thermal, app stores, monetization
PC/Console game principles — engine selection, Steam integration, controller, optimization
| name | multiplayer |
| description | Multiplayer game principles — networking architecture, synchronization, security, matchmaking |
Tham khảo từ agent-skills-hub/game-development/multiplayer.
Real-time competitive → Dedicated Server (authoritative)
Cooperative / Casual → Host-based (one player is server)
Turn-based → Client-server (simple)
Massive (MMO) → Distributed servers
| Architecture | Latency | Cost | Security |
|---|---|---|---|
| Dedicated | Low | High | Strong |
| P2P | Variable | Low | Weak |
| Host-based | Medium | Low | Medium |
| Approach | Sync What | Best For |
|---|---|---|
| State Sync | Game state | Simple, few objects |
| Input Sync | Player inputs | Action games |
| Hybrid | Both | Most games |
| Technique | Savings |
|---|---|
| Delta compression | Send only changes |
| Quantization | Reduce precision |
| Area of interest | Only nearby entities |
| Data | Rate |
|---|---|
| Position | 20-60 Hz |
| Health | On change |
| Inventory | On change |
Client: "I hit the enemy"
Server: Validate:
→ did projectile actually hit?
→ was player in valid state?
→ was timing possible?
| Cheat | Prevention |
|---|---|
| Speed hack | Server validates movement |
| Aimbot | Server validates sight line |
| Item dupe | Server owns inventory |
| Wall hack | Don't send hidden data |
| Excuse | Reality |
|---|---|
| "Trust client cho đơn giản" | Hack dễ dàng → game chết |
| "Gửi tất cả dữ liệu mỗi frame" | Bandwidth bùng nổ, lag |
| "P2P rẻ hơn, dùng P2P" | No authority = cheating everywhere |