스킬 multiplayer
🎮

multiplayer

안전

Build Multiplayer Games with Claude

Design multiplayer game architecture and networking patterns. Learn synchronization principles for lag-free gameplay and secure anti-cheat systems.

지원: Claude Codex Code(CC)
🥉 74 브론즈
1

스킬 ZIP 다운로드

2

Claude에서 업로드

설정 → 기능 → 스킬 → 스킬 업로드로 이동

3

토글을 켜고 사용 시작

테스트해 보기

"multiplayer" 사용 중입니다. What architecture works best for a competitive shooter with 100 players per match?

예상 결과:

For a competitive shooter with 100 players, use a dedicated server architecture with authoritative game state. Competitive games require strong security and consistent latency that only dedicated servers provide. Consider regional server clusters to minimize latency, and implement server-side hit detection with lag compensation (rewind time) to ensure fair gameplay despite network delays.

"multiplayer" 사용 중입니다. How do I handle movement prediction for a fast-paced platformer?

예상 결과:

Implement client-side prediction where the client simulates movement locally and immediately, then sends inputs to the server. The server processes inputs and returns the authoritative state. Use client reconciliation: if the server state differs from client prediction, smoothly snap the player to the server position. For platformers, prioritize input responsiveness over perfect visual accuracy—interpolate remote players but predict local player movement.

보안 감사

안전
v1 • 2/25/2026

Static scanner detected backtick patterns in markdown code blocks, falsely identifying them as shell execution. These are markdown formatting characters, not executable code. The skill is pure educational documentation about multiplayer game development with no executable code, external commands, or security risks. All findings are false positives.

1
스캔된 파일
138
분석된 줄 수
1
발견 사항
1
총 감사 수
중간 위험 문제 (1)
False Positive - Markdown Code Blocks
Static scanner detected backtick characters (`` ` ``) in markdown code blocks on lines 19-97 and flagged them as Ruby/shell backtick execution. These are markdown formatting delimiters for code examples, not executable commands. The skill contains only documentation text with no executable code.
감사자: claude

품질 점수

38
아키텍처
100
유지보수성
87
콘텐츠
50
커뮤니티
100
보안
91
사양 준수

만들 수 있는 것

Indie Game Architect

Design the networking architecture for an indie multiplayer game. Choose between dedicated server, peer-to-peer, or host-based models based on game type and budget constraints.

Network Programmer

Implement synchronization and lag compensation systems. Apply input prediction, entity interpolation, and server reconciliation techniques for smooth gameplay.

Game Security Engineer

Plan anti-cheat and server authority systems. Learn validation patterns to prevent speed hacks, aimbots, item duplication, and wall hacks in competitive games.

이 프롬프트를 사용해 보세요

Choose Multiplayer Architecture
What multiplayer architecture should I use for a {game_type} game with {expected_players} players?
Design Synchronization System
Explain how to implement {sync_type} synchronization for a {game_genre} game. What are the trade-offs?
Implement Lag Compensation
How do I add client-side prediction and server reconciliation for {movement_type} in my game?
Prevent Common Cheats
What server-side validations should I implement to prevent {cheat_type} exploits?

모범 사례

  • Always use server authority for critical game state—never trust client claims about hits, inventory changes, or position updates
  • Design for 100-200ms latency using prediction, interpolation, and reconciliation rather than assuming perfect network conditions
  • Send only necessary data using delta compression and area-of-interest checks to minimize bandwidth usage

피하기

  • Trusting the client for game-critical decisions like hit detection, inventory changes, or movement validation
  • Sending the entire game state to all players instead of using delta compression and area-of-interest filtering
  • Synchronizing exact positions and timestamps instead of using interpolation and prediction to smooth network jitter

자주 묻는 질문

Does this skill generate networking code?
No. This skill provides architectural guidance and explains multiplayer concepts. It helps you design systems but does not write engine-specific networking code.
What game engines do these patterns apply to?
These principles are engine-agnostic. Apply them to Unity, Unreal Engine, Godot, or custom engines. The concepts of server authority, lag compensation, and state synchronization work across all platforms.
Should I use dedicated servers for my game?
Use dedicated servers for competitive or real-time games requiring low latency and strong security. Use host-based architecture for casual cooperative games where cost is a bigger concern than perfect fairness.
What is the difference between state sync and input sync?
State sync sends the entire game state from server to clients, simpler but bandwidth-heavy. Input sync sends only player inputs to the server, which broadcasts authoritative state. Most games use hybrid approaches—state for infrequent changes, input for continuous actions.
How do I prevent cheating in my multiplayer game?
Never trust the client. Validate all actions server-side: movement speed, hit detection, inventory transactions, ability cooldowns. Send only necessary data to clients so wall hacks reveal nothing. Use obfuscation and encryption for network packets, but prioritize server-side validation over obscurity.
What bandwidth optimization techniques should I use first?
Start with delta compression (send only changed values) and quantization (reduce floating-point precision). Then implement area-of-interest filtering so clients only receive data about nearby entities. Update rates: send positions at 20-60 Hz but send health, inventory, and events only when they change.

개발자 세부 정보

파일 구조

📄 SKILL.md