🎯

multiplayer-building

🎯Skill

from bbeierle12/skill-mcp-claude

VibeIndex|
What it does

multiplayer-building skill from bbeierle12/skill-mcp-claude

πŸ“¦

Part of

bbeierle12/skill-mcp-claude(74 items)

multiplayer-building

Installation

pip installInstall dependencies
pip install -r requirements.txt
PythonRun Python server
python skills_manager_api.py
PythonRun Python server
python server.py
pip installInstall Python package
pip install pyinstaller
PythonRun Python server
python -m PyInstaller --onefile --name "SkillsManager" --console ^
Server ConfigurationMCP server configuration block
{ "name": "skill-name", "description": "One-line description", "tags": ["t...
πŸ“– Extracted from docs: bbeierle12/skill-mcp-claude
13Installs
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Last UpdatedJan 23, 2026

Skill Details

SKILL.md

Networking systems for multiplayer building games. Use when implementing networked construction, delta synchronization, client prediction, or conflict resolution. Server-authoritative model with optimistic client prediction for responsive gameplay.

Overview

# Multiplayer Building

Networking layer for multiplayer building games.

Quick Start

```javascript

import { BuildingNetworkServer, BuildingNetworkClient } from './scripts/building-network-manager.js';

// Server

const server = new BuildingNetworkServer(buildingSystem, {

tickRate: 20,

conflictStrategy: 'first_write'

});

server.start();

// Client

const client = new BuildingNetworkClient(buildingSystem);

client.connect('ws://server:8080');

const localPiece = client.placeRequest('wall', position, rotation);

```

Reference

See references/multiplayer-networking.md for:

  • Authority model comparison
  • Delta compression strategy
  • Conflict resolution approaches
  • Large structure synchronization

Scripts

  • scripts/delta-compression.js - Only sync changed state (Source engine pattern)
  • scripts/client-prediction.js - Optimistic placement with rollback
  • scripts/conflict-resolver.js - Handle simultaneous builds (first-write, timestamp, lock-based)
  • scripts/building-network-manager.js - Complete server/client system

Architecture

Server-authoritative with client prediction:

  1. Client predicts placement locally (ghost piece)
  2. Server validates and confirms/rejects
  3. Client reconciles with server state
  4. Delta compression syncs only changes