[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6G4GD238EC4FNDD8J4P6N5G":3,"skill-same:01M6G4GD238EC4FNDD8J4P6N5G":61},{"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":32,"linkOnly":33,"markdownContent":34,"markdownBody":35,"frontMatter":36,"refName":39,"commitSha":40,"skillDirectory":41,"forksCount":14,"repositoryHtmlUrl":42,"repositoryHomepageUrl":6,"ownerHtmlUrl":43,"ownerBlogUrl":44,"ownerDescription":45,"updatedAt":46,"install":47,"resources":60},"01M6G4GD238EC4FNDD8J4P6N5G","multiplayer",null,"Multiplayer game development principles. Architecture, networking, synchronization.","reikiplanet\u002Fdaoskills","reikiplanet","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F96377599?v=4","01M6CVWCMD740YHQDK7E9QYBW4","Reiki Planet","01M6CVWCS4KXVA2CWFVJ43EAXK",0,"MIT","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fother\u002Fgame-development\u002Fmultiplayer\u002FSKILL.md",[],[5,19,20,21,22,23,24,25,26,27,28,29,30,31],"architecture","development","networking","game development","Bash","game","synchronization","grep","read","write","edit","community","principles","2026-11-10 10:12:30",false,"---\nname: multiplayer\ndescription: \"Multiplayer game development principles. Architecture, networking, synchronization.\"\nallowed-tools: Read, Write, Edit, Glob, Grep, Bash\nrisk: unknown\nsource: community\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":37,"source":30,"description":7,"allowed-tools":38},"unknown","Read, Write, Edit, Glob, Grep, Bash","master","dff58085da947e81e8418c922055644bf0082b1b","skills\u002Fother\u002Fgame-development\u002Fmultiplayer","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills","https:\u002F\u002Fgithub.com\u002Freikiplanet","https:\u002F\u002Fwww.reiki-planet.com","Reiki Planet Game","2026-03-29 06:02:29",{"source":8,"skillName":5,"commands":48,"prompt":58,"zipAvailable":59},[49,52,55],{"tool":50,"command":51},"npx","npx skills add reikiplanet\u002Fdaoskills --skill multiplayer",{"tool":53,"command":54},"bunx","bunx skills add reikiplanet\u002Fdaoskills --skill multiplayer",{"tool":56,"command":57},"pnpm","pnpm dlx skills add reikiplanet\u002Fdaoskills --skill multiplayer","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fother\u002Fgame-development\u002Fmultiplayer\u002FSKILL.md",true,[],[62,80,92,107,127,149],{"skillNo":63,"name":64,"nameZh":6,"description":65,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":66,"categories":67,"keywords":68,"publishedAt":32},"01M6G614JTEQJHPT8AKK3YQ18S","web-games","Web browser game development principles. Framework selection, WebGPU, optimization, PWA.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fweb-games\u002FSKILL.md",[],[69,70,71,26,31,72,30,73,29,28,27,74,24,75,22,76,77,78,20,79],"games","web games","web","selection","framework selection","pwa","web browser","Optimization","framework","browser","webgpu",{"skillNo":81,"name":82,"nameZh":6,"description":83,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":84,"categories":85,"keywords":86,"publishedAt":32},"01M6G611H2YGV0GZFP90D38ZMJ","vr-ar","VR\u002FAR development principles. Comfort, interaction, performance requirements.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fvr-ar\u002FSKILL.md",[],[87,88,20,89,90,30,29,28,27,26,91,31],"ar","vr ar","interaction","requirements","performance",{"skillNo":93,"name":94,"nameZh":6,"description":95,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":96,"categories":97,"keywords":98,"publishedAt":32},"01M6G60XNMHAMV1SV0EJ1CX0AY","templates","Project scaffolding templates for new applications. Use when creating new projects from scratch. Contains 12 templates for various tech stacks.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Ftemplates\u002FSKILL.md",[],[94,99,100,101,102,103,30,104,27,105,106,26],"project scaffolding","From Scratch","tech","project","scaffolding","use","projects","applications",{"skillNo":108,"name":109,"nameZh":6,"description":110,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":111,"categories":112,"keywords":113,"publishedAt":32},"01M6G60T0GATMK3Q5H8GDC1Z8S","wcag-audit-patterns","Conduct WCAG 2.2 accessibility audits with automated testing, manual verification, and remediation guidance. Use when auditing websites for accessibility, fixing WCAG violations, or implementing ac...","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fsecurity\u002Fwcag-audit-patterns\u002FSKILL.md",[],[114,115,116,117,118,30,119,120,121,122,104,123,124,125,126],"wcag audit patterns","wcag audit","patterns","WCAG","audit","manual","with","automated testing","guidance","remediation","verification","accessibility","testing",{"skillNo":128,"name":129,"nameZh":6,"description":130,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":131,"categories":132,"keywords":133,"publishedAt":32},"01M6G60PMCHW1FRZ63F931QK3R","vulnerability-scanner","Advanced vulnerability analysis principles. OWASP 2025, Supply Chain Security, attack surface mapping, risk prioritization.","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fsecurity\u002Fvulnerability-scanner\u002FSKILL.md",[],[134,135,136,137,138,139,140,141,30,27,26,23,31,142,143,144,145,146,147,148],"scanner","vulnerability scanner","vulnerability","prioritization","2025","mapping","chain","supply chain","analysis","risk","owasp","supply chain security","security","supply","advanced",{"skillNo":150,"name":151,"nameZh":6,"description":152,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":153,"categories":154,"keywords":155,"publishedAt":32},"01M6G60JZBB8DK0W3DSG1WNMZK","threat-modeling-expert","Expert in threat modeling methodologies, security architecture review, and risk assessment. Masters STRIDE, PASTA, attack trees, and security requirement extraction. Use for security architecture r...","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fskills\u002Fsecurity\u002Fthreat-modeling-expert\u002FSKILL.md",[],[156,157,158,159,160,161,162,19,146,104,163,164,165,30,166,167,168,143,169,170],"modeling","threat modeling expert","threat modeling","expert","threat","risk assessment","architecture review","security architecture review","trees","security architecture","security requirement extraction","assessment","extraction","review","stride"]