multiplayer-game-architecture skillA
multiplayer-game-architecture is agent-read markdown (skill) from akillness/jeo-skills: Design and review the networking contract for multiplayer games before engine or backend implementation. Use when a team must choose dedicated-authoritative, listen-server, relay-assisted peer, lockstep, snapshot, or asynchronous models; assign authority for movement, combat, inventory, economy, and match state; plan prediction, reconciliation, interpolation, lag handling, matchmaking, reconnects, protocol versions, and cheat resistance; select WebSocket, WebRTC DataChannel, WebTransport, or an .
Indexed from public GitHub and served as immutable, content-addressed versions. Install it pinned to an exact SHA-256 with the mdr CLI, and every file is verified against the hash recorded here before it reaches your agent. The deterministic audit below grades the latest version, and the same file always earns the same grade.
What the file says
# Multiplayer Game Architecture Build the multiplayer contract before writing netcode. The output is a reviewable `multiplayer-contract.json`, not a framework recommendation disguised as architecture. Topology, authority, replication, transport, session lifecycle, security, and tests must agree with one another. ## When to use this skill Use it to: - design or review a new multiplayer game's networking model; - retrofit multiplayer into an existing game without mixing client and server truth; - choose authority and replication per state domain; - compare browser or engine transports against actual delivery needs; - define lobby, allocation, join, reconnect, late-join, finish, and shutdown behavior; - investigate desync, prediction error, cheating, host migration, or network instability; - turn vague goals such as "make it multiplayer" into an executable contract and test matrix. Do not use it for local couch multiplayer, generic game mechanics, visual UI, build logs, frame-time profiling, or cloud deployment by itself. Route concrete Unity APIs to `unity-technologies-skills`, Three.js/browser gameplay to `web-game-development`, red …
Read the whole file at its exact version.
How to install
mdr add akillness/jeo-skills/multiplayer-game-architecture@v1.0mdr add akillness/jeo-skills/multiplayer-game-architecture@sha256:744724202c5de689Pin to a label to follow the author's releases, or to a sha256 to freeze the exact bytes forever. Either way the resolved hash is written to mdr.lock, and mdr install reproduces it on any machine.
[](https://markdownregistry.com/a/art_qklaw5ms6xqfmwgb)
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Versions
| version | committed | commit | size | audit | |
|---|---|---|---|---|---|
| v1.0 latest | 2026-08-28 | bbbde81 | 10,380 B | A | view · diff |
| v1.0 | 2026-08-28 | 47831aa | 10,867 B | A | view |
Audit of the latest version
- pass: Frontmatter block present
- pass: Frontmatter declares a name
- pass: Frontmatter declares a description
- pass: Size between 200 bytes and 200 KB (10380 bytes)
- pass: No zero-width or bidi control characters
- pass: No instruction hidden inside an HTML comment
- pass: No link to an exfiltration or paste host
- pass: No credential-shaped string
- pass: No instruction to send local credentials anywhere
- pass: No text hidden with inline styles
- pass: No prompt-injection phrasing
- pass: No curl or wget piped into a shell
- pass: No recursive delete of root, home or parent
- pass: No instruction to read or print local credentials
- pass: No base64 blob over 200 characters
- pass: No link to a raw IP address
- pass: No script tag
Source
akillness/jeo-skills · 47 stars · license none · pushed 2026-09-22 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_qklaw5ms6xqfmwgb GET https://markdownregistry.com/api/v1/resolve?ref=akillness/jeo-skills/multiplayer-game-architecture GET https://markdownregistry.com/api/v1/blob/744724202c5de689455c3c002fd1bc6e9c00692b0f4ee2b4ec454916ba50fffa
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