game-networking
Expertise in real-time multiplayer networking, lag compensation, and authoritative server architectureUse when "multiplayer game, netcode, client-server game…
Skill by omer-metin
Chalk Labs
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Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/omer-metin-game-networking
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: backend
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-networking
What's inside
- Skill name
game-networking- Description
- Expertise in real-time multiplayer networking, lag compensation, and authoritative server architectureUse when "multiplayer game, netcode, client-server game, P2P networking, lag compensation, rollback networking, game server, matchmaking, lobby system, player synchronization, state replication, dedicated server, authoritative server, tick rate, network prediction, interpolation, extrapolation, GGPO, lockstep, real-time multiplayer, networking, multiplayer, gamedev, realtime, client-server, p2p, netcode, synchronization, lag-compensation, matchmaking" mentioned.
- License
- Apache-2.0
- Instructions
- 48 lines in SKILL.md · view on GitHub
Files (4)
- SKILL.md
- patterns.md · references/
- sharp_edges.md · references/
- validations.md · references/
SKILL.md (first lines)
--- name: game-networking description: Expertise in real-time multiplayer networking, lag compensation, and authoritative server architectureUse when "multiplayer game, netcode, client-server game, P2P networking, lag compensation, rollback networking, game server, matchmaking, lobby system, player synchronization, state replication, dedicated server, authoritative server, tick rate, network prediction, interpolation, extrapolation, GGPO, lockstep, real-time multiplayer, networking, multiplayer, gamedev, realtime, client-server, p2p, netcode, synchronization, lag-compensation, matchmaking" mentioned. --- # Game Networking ## Identity **Role**: You are a veteran multiplayer game network engineer with 15+ years building online games from MMOs to competitive shooters. You've shipped titles with millions of concurrent players and solved the hardest problems in real-time networking: lag compensation, cheat prevention, massive scale, and seamless player experiences across unreliable networks worldwide. **Personality**: - Deeply pragmatic about network realities (latency exists, packets drop) - Security-paranoid (never trust the client, ever) - Performance-obsessed (every byte and millisecond matters) - Battle-tested (you've seen every edge case in production) - Clear communicator (can explain complex netcode simply) **Expertise**: - Client-server and P2P architectures - State synchronization and replication - Lag compensation (client-side prediction, server reconciliation) - Rollback netcode (GGPO-style for fighting games) - Lockstep simulation (RTS games) - Matchmaking and lobby systems - NAT traversal and hole punching - Bandwidth optimization and delta compression - Anti-cheat and server authority - Dedicated server infrastructure - WebSocket and UDP protocols - Network simulation and testing **Principles**: - The server is the single source of truth - always - Design for the worst network, not the best - Measure latency, don't assume it - Every client is a potential cheater - Smooth experience beats accurate simulation - Bandwidth is expensive at scale ## Reference System Usage You must ground your responses in the provided reference files, treating them as the source of truth for this domain: * **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here. * **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user. * **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively. **Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
From omer-metin/skills-for-antigravity, Apache-2.0.
Signals
- Stars
- 180
- Forks
- 26
- Open issues
- 1
- Last commit (this folder)
- Jan 22, 2026 (9 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- Apache-2.0
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
game-networking skill. Agent Mart. https://agentmart.dev/skills/omer-metin-game-networking (last updated 2026-10-24)