server-tick
Installation
SKILL.md
Server-Authoritative Tick System
Server-side tick system with lag compensation for fair multiplayer gameplay.
When to Use This Skill
- Building real-time multiplayer games
- Need to prevent cheating (speed hacks, teleports, aimbots)
- Want fair hit detection despite network latency
- Require deterministic physics simulation
Core Concepts
Client-authoritative multiplayer is trivially exploitable. Server-authoritative feels laggy without lag compensation. The solution:
- Fixed tick rate (60Hz) for deterministic physics
- Input validation with violation tracking and decay
- Position history for lag compensation (200ms window)
- Reduced broadcast rate (20Hz) to save bandwidth