[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6CT8BHFGBA6MPX8RGYDSR7H":3,"skill-same:01M6CT8BHFGBA6MPX8RGYDSR7H":55},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":26,"linkOnly":27,"markdownContent":28,"markdownBody":29,"frontMatter":30,"refName":33,"commitSha":34,"skillDirectory":35,"forksCount":36,"repositoryHtmlUrl":37,"repositoryHomepageUrl":37,"ownerHtmlUrl":38,"ownerBlogUrl":6,"ownerDescription":39,"updatedAt":40,"install":41,"resources":54},"01M6CT8BHFGBA6MPX8RGYDSR7H","multiplayer",null,"Multiplayer game development principles. Architecture, networking, synchronization.","Sam-06060\u002Fjarvis-assistant","Sam-06060","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F208600848?v=4","01M6CRKT7C7FXD21V6HXF293S0","Samson Frank Ganta","01M6CRKTBEKYFD8YX5Z1GT99EE",6,"Apache-2.0","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fgame-development\u002Fmultiplayer\u002FSKILL.md",[],[5,19,20,21,22,23,24,25],"architecture","development","networking","game development","game","synchronization","community","2026-11-10 10:12:30",false,"---\nname: multiplayer\ndescription: \"Multiplayer game development principles. Architecture, networking, synchronization.\"\nrisk: unknown\nsource: community\ndate_added: \"2026-02-27\"\n---\n\n# Multiplayer Game Development\n\n> Networking architecture and synchronization principles.\n\n---\n\n## 1. Architecture Selection\n\n### Decision Tree\n\n```\nWhat type of multiplayer?\n│\n├── Competitive \u002F Real-time\n│   └── Dedicated Server (authoritative)\n│\n├── Cooperative \u002F Casual\n│   └── Host-based (one player is server)\n│\n├── Turn-based\n│   └── Client-server (simple)\n│\n└── Massive (MMO)\n    └── Distributed servers\n```\n\n### Comparison\n\n| Architecture | Latency | Cost | Security |\n|--------------|---------|------|----------|\n| **Dedicated** | Low | High | Strong |\n| **P2P** | Variable | Low | Weak |\n| **Host-based** | Medium | Low | Medium |\n\n---\n\n## 2. Synchronization Principles\n\n### State vs Input\n\n| Approach | Sync What | Best For |\n|----------|-----------|----------|\n| **State Sync** | Game state | Simple, few objects |\n| **Input Sync** | Player inputs | Action games |\n| **Hybrid** | Both | Most games |\n\n### Lag Compensation\n\n| Technique | Purpose |\n|-----------|---------|\n| **Prediction** | Client predicts server |\n| **Interpolation** | Smooth remote players |\n| **Reconciliation** | Fix mispredictions |\n| **Lag compensation** | Rewind for hit detection |\n\n---\n\n## 3. Network Optimization\n\n### Bandwidth Reduction\n\n| Technique | Savings |\n|-----------|---------|\n| **Delta compression** | Send only changes |\n| **Quantization** | Reduce precision |\n| **Priority** | Important data first |\n| **Area of interest** | Only nearby entities |\n\n### Update Rates\n\n| Type | Rate |\n|------|------|\n| Position | 20-60 Hz |\n| Health | On change |\n| Inventory | On change |\n| Chat | On send |\n\n---\n\n## 4. Security Principles\n\n### Server Authority\n\n```\nClient: \"I hit the enemy\"\nServer: Validate → did projectile actually hit?\n         → was player in valid state?\n         → was timing possible?\n```\n\n### Anti-Cheat\n\n| Cheat | Prevention |\n|-------|------------|\n| Speed hack | Server validates movement |\n| Aimbot | Server validates sight line |\n| Item dupe | Server owns inventory |\n| Wall hack | Don't send hidden data |\n\n---\n\n## 5. Matchmaking\n\n### Considerations\n\n| Factor | Impact |\n|--------|--------|\n| **Skill** | Fair matches |\n| **Latency** | Playable connection |\n| **Wait time** | Player patience |\n| **Party size** | Group play |\n\n---\n\n## 6. Anti-Patterns\n\n| ❌ Don't | ✅ Do |\n|----------|-------|\n| Trust the client | Server is authority |\n| Send everything | Send only necessary |\n| Ignore latency | Design for 100-200ms |\n| Sync exact positions | Interpolate\u002Fpredict |\n\n---\n\n> **Remember:** Never trust the client. The server is the source of truth.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n","# Multiplayer Game Development\n\n> Networking architecture and synchronization principles.\n\n---\n\n## 1. Architecture Selection\n\n### Decision Tree\n\n```\nWhat type of multiplayer?\n│\n├── Competitive \u002F Real-time\n│   └── Dedicated Server (authoritative)\n│\n├── Cooperative \u002F Casual\n│   └── Host-based (one player is server)\n│\n├── Turn-based\n│   └── Client-server (simple)\n│\n└── Massive (MMO)\n    └── Distributed servers\n```\n\n### Comparison\n\n| Architecture | Latency | Cost | Security |\n|--------------|---------|------|----------|\n| **Dedicated** | Low | High | Strong |\n| **P2P** | Variable | Low | Weak |\n| **Host-based** | Medium | Low | Medium |\n\n---\n\n## 2. Synchronization Principles\n\n### State vs Input\n\n| Approach | Sync What | Best For |\n|----------|-----------|----------|\n| **State Sync** | Game state | Simple, few objects |\n| **Input Sync** | Player inputs | Action games |\n| **Hybrid** | Both | Most games |\n\n### Lag Compensation\n\n| Technique | Purpose |\n|-----------|---------|\n| **Prediction** | Client predicts server |\n| **Interpolation** | Smooth remote players |\n| **Reconciliation** | Fix mispredictions |\n| **Lag compensation** | Rewind for hit detection |\n\n---\n\n## 3. Network Optimization\n\n### Bandwidth Reduction\n\n| Technique | Savings |\n|-----------|---------|\n| **Delta compression** | Send only changes |\n| **Quantization** | Reduce precision |\n| **Priority** | Important data first |\n| **Area of interest** | Only nearby entities |\n\n### Update Rates\n\n| Type | Rate |\n|------|------|\n| Position | 20-60 Hz |\n| Health | On change |\n| Inventory | On change |\n| Chat | On send |\n\n---\n\n## 4. Security Principles\n\n### Server Authority\n\n```\nClient: \"I hit the enemy\"\nServer: Validate → did projectile actually hit?\n         → was player in valid state?\n         → was timing possible?\n```\n\n### Anti-Cheat\n\n| Cheat | Prevention |\n|-------|------------|\n| Speed hack | Server validates movement |\n| Aimbot | Server validates sight line |\n| Item dupe | Server owns inventory |\n| Wall hack | Don't send hidden data |\n\n---\n\n## 5. Matchmaking\n\n### Considerations\n\n| Factor | Impact |\n|--------|--------|\n| **Skill** | Fair matches |\n| **Latency** | Playable connection |\n| **Wait time** | Player patience |\n| **Party size** | Group play |\n\n---\n\n## 6. Anti-Patterns\n\n| ❌ Don't | ✅ Do |\n|----------|-------|\n| Trust the client | Server is authority |\n| Send everything | Send only necessary |\n| Ignore latency | Design for 100-200ms |\n| Sync exact positions | Interpolate\u002Fpredict |\n\n---\n\n> **Remember:** Never trust the client. The server is the source of truth.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n",{"name":5,"risk":31,"source":25,"date_added":32,"description":7},"unknown","2026-02-27","main","a50a3aa6b39fb0e1b7db88bef1bfc9c93606e126","modules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fgame-development\u002Fmultiplayer",0,"https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant","https:\u002F\u002Fgithub.com\u002FSam-06060","Mobile Application Developer | Kotlin | Flutter, KMP, Swfit, Android,Swift UI | Building at Saar It Resources | Creator of Jarvis (AI Assistant)","2026-06-23 05:13:38",{"source":8,"skillName":5,"commands":42,"prompt":52,"zipAvailable":53},[43,46,49],{"tool":44,"command":45},"npx","npx skills add Sam-06060\u002Fjarvis-assistant --skill multiplayer",{"tool":47,"command":48},"bunx","bunx skills add Sam-06060\u002Fjarvis-assistant --skill multiplayer",{"tool":50,"command":51},"pnpm","pnpm dlx skills add Sam-06060\u002Fjarvis-assistant --skill multiplayer","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fgame-development\u002Fmultiplayer\u002FSKILL.md",true,[],[56,69,85,112,131,158],{"skillNo":57,"name":58,"nameZh":6,"description":6,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":59,"categories":60,"keywords":66,"publishedAt":26},"01M6GDRVS6FXX3ESH0C9DW01C0","test_skill","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fscratch\u002Ftest_skill\u002FSKILL.md",[61],{"categoryNo":62,"categoryName":63,"taxonomyType":64,"taxonomyTypeDesc":65},"01JBSEEDCAT000000000000008","测试与质量","SCENARIO","使用场景",[67,68],"Test Skill","test",{"skillNo":70,"name":71,"nameZh":6,"description":72,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":73,"categories":74,"keywords":75,"publishedAt":26},"01M6GDRQ40HX22MA6XWC31RHHK","zustand-store-ts","Create Zustand stores following established patterns with proper TypeScript types and middleware.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzustand-store-ts\u002FSKILL.md",[],[76,77,78,79,80,81,82,25,83,84],"zustand store ts","zustand","store","with","types","middleware","patterns","create","typescript",{"skillNo":86,"name":87,"nameZh":6,"description":88,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":89,"categories":90,"keywords":94,"publishedAt":26},"01M6GDRKEA0WE670SPFWX5GKCN","zoom-automation","Automate Zoom meeting creation, management, recordings, webinars, and participant tracking via Rube MCP (Composio). Always search tools first for current schemas.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzoom-automation\u002FSKILL.md",[91],{"categoryNo":92,"categoryName":93,"taxonomyType":64,"taxonomyTypeDesc":65},"01JBSEEDCAT000000000000023","Skill与智能体开发",[95,96,97,98,99,100,101,102,103,104,105,106,107,108,25,109,110,111],"automation","zoom automation","zoom","first","Tools","search","MCP","via","meeting","automate","critical","creation","webinars","composio","recordings","management","tracking",{"skillNo":113,"name":114,"nameZh":6,"description":115,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":116,"categories":117,"keywords":119,"publishedAt":26},"01M6GDRFS1452PC71JQ38S24HR","zoho-crm-automation","Automate Zoho CRM tasks via Rube MCP (Composio): create\u002Fupdate records, search contacts, manage leads, and convert leads. Always search tools first for current schemas.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzoho-crm-automation\u002FSKILL.md",[118],{"categoryNo":92,"categoryName":93,"taxonomyType":64,"taxonomyTypeDesc":65},[120,95,121,122,123,124,125,25,100,126,108,127,105,104,99,128,83,129,101,130],"crm automation","zoho crm","crm","zoho crm automation","zoho","leads","contacts","records","update","tasks","manage",{"skillNo":132,"name":133,"nameZh":6,"description":134,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":135,"categories":136,"keywords":140,"publishedAt":26},"01M6GDRCKQBAVTGHX5XBH26KPZ","zod-validation-expert","Expert in Zod — TypeScript-first schema validation. Covers parsing, custom errors, refinements, type inference, and integration with React Hook Form, Next.js, and tRPC.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzod-validation-expert\u002FSKILL.md",[137],{"categoryNo":138,"categoryName":139,"taxonomyType":64,"taxonomyTypeDesc":65},"01JBSEEDCAT000000000000009","前端开发",[141,142,143,144,145,84,146,147,148,149,150,151,79,152,153,154,155,25,156,157],"expert","zod","zod validation expert","validation","react","safe","parsing","errors","schema validation","react hook form","hook","trpc","form","type","next","schema","Next.js",{"skillNo":159,"name":160,"nameZh":6,"description":161,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":162,"categories":163,"keywords":165,"publishedAt":26},"01M6GDR658B08K4MY0RWD4A6EH","zeroize-audit","Detects missing zeroization of sensitive data in source code and identifies zeroization removed by compiler optimizations, with assembly-level analysis, and control-flow verification. Use for auditing C\u002FC++\u002FRust code handling secrets, keys, passwords, or other sensitive data.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzeroize-audit\u002FSKILL.md",[164],{"categoryNo":92,"categoryName":93,"taxonomyType":64,"taxonomyTypeDesc":65},[166,167,168,169,170,171,172,173,25,174,175,176,177,178,179,180,181,182,183,101],"zeroize audit","audit","write","passwords","get","project","c++","activate","assembly","read","Bash","secrets","analysis","data","flow","verification","code","rust"]