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.

Installs
1
GitHub Stars
5
First Seen
Oct 2, 2026