gamedev-multiplayer

Installation
SKILL.md

Game multiplayer & netcode

Design and wire the network layer of a game across Godot 4.x, Unity, and Unreal: choose a topology, put authority in the right place, replicate the right state, and hide latency without opening the door to cheaters. This skill owns the networking decisions; the engine skills own the local gameplay those decisions sit on top of.

Route elsewhere when the ask is not netcode:

The ask Route to Why not here
Single-player movement, AI, input, animation, save files godot / unity / unreal The engine skill owns local gameplay; no network dimension.
Physics determinism, collision, character controllers gamedev-physics Netcode consumes determinism; it does not own the physics fix.
Matchmaking, lobby backend, dedicated-server hosting, relays, DB, game-server CI deployment Running the fleet, not designing the in-game net layer.
Web realtime — chat, presence, a generic WebSocket app webhooks Not a game world/simulation.
General threat modeling, authz review secure-coding This skill keeps only the game-specific anti-cheat controls.

Version contract — read first

Installs
4
GitHub Stars
116
First Seen
Aug 6, 2026
gamedev-multiplayer — ericrisco/rsc-harness