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multiplayer-building

@Bbeierle12/Skill-MCP-Claude
2
0

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.

Install Skill

1Download skill
2Enable skills in Claude

Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

Click "Upload skill" and select the downloaded ZIP file

Note: Please verify skill by going through its instructions before using it.

SKILL.md

name multiplayer-building
description 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.

Multiplayer Building

Networking layer for multiplayer building games.

Quick Start

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