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. |