multiplayer-networking
Installation
SKILL.md
Multiplayer networking pattern library
Reference patterns for game multiplayer netcode.
Netcode model comparison
| Model | Best for | Latency tolerance | Bandwidth | Determinism required |
|---|---|---|---|---|
| Rollback | Fighting games | Very tight | Low | Yes |
| Lockstep | RTS, lockstep RTS | Tolerant | Very low | Yes |
| Client prediction + reconciliation | FPS, MOBA, action | Medium | Medium | No |
| Server-authoritative + interpolation | Racing, MMO movement | Tolerant | Medium-high | No |
| Pure state snapshots | Slow-paced games | Very tolerant | High | No |
Common mistakes catalog
"Rubber-banding when player runs forward"
The player's client predicts forward motion. Server agrees and confirms. No rubber-band. Then player turns; client predicts turn; server says "no, you didn't turn yet" because the turn input hadn't reached the server when the server's last tick fired. Server position is one tick behind; client snaps back.