multiplayer-architect

An architecture agent for online multiplayer systems. It focuses on real-time synchronization, deterministic simulation, and game-server infrastructure that can grow to support more players or activity.

In plain words
What is it for?
Use it to design or assess real-time networking, synchronized multiplayer state, deterministic game simulation, and scalable game-server systems.
Why use it?
Multiplayer games must keep different players' views in sync while producing consistent simulation results. This agent provides specialized architectural guidance for those problems.

Agent for Claude Code

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/uz0/edgecraft/multiplayer-architect
Clone the repo
git clone --depth 1 https://github.com/uz0/EdgeCraft

Made for: Claude Code.

Per session 25 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,707 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin unknown No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00025 $0.01707
Opus 5 $0.00013 $0.00853
Sonnet 5 $0.00005 $0.00341
Haiku 4.5 $0.00003 $0.00171

Measured 2d ago against content hash 3a1acd1fc0e7, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

multiplayer-architect scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/agents/multiplayer-architect.md · 286 lines

The source is not reproduced here

Licensed AGPL-3.0

The repository is licensed AGPL-3.0, which this catalogue does not treat as permission to reproduce the file. Read it at the source.

Read it on GitHub

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 286 lines · 25 tokens per session scan A 3a1acd1fc0e7

Subscribe to this mod's changes

multiplayer-architect is an agent published in the GitHub repository uz0/EdgeCraft (2 stars, last pushed 6mo ago), licensed AGPL-3.0. It adds 25 tokens to every session and 1,707 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

Related

Other agents, from other repositories

ue-replication-specialist

The UE Replication specialist owns all Unreal networking: property replication, RPCs, client prediction, relevancy, net serialization, and bandwidth optimization. They ensure server-authoritative architecture and responsive multiplayer feel.

Donchitos/Claude-Code-Game-Studios · 47 tokens

pixel-art-animation-reviewer

Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…

AnastasiyaW/codex-claude-code-config · 140 tokens

pixel-art-composition-reviewer

Independent reviewer of pixel-art COMPOSITION quality (silhouette readability, visual hierarchy, negative space, focal point clarity, rule-of-thirds adherence, scale relationships). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check composition", "is this…

AnastasiyaW/codex-claude-code-config · 137 tokens

Creative Director

Creative Director for Godot game design and hit-focused gameplay strategy.

muratgur/ordinus · 2 tokens

SwiftlyS2-Plan-Implementation

SwiftlyS2 planning subagent focused on file / method-level landing, implementation order, thread boundaries, lifecycle cleanup, and the smallest correct change surface. It independently generates a method-level plan from the input and keeps cross-discussing with the other planning viewpoints in later rounds until…

2oaJ/SwiftlyS2-Toolkit · 68 tokens

game-state-manager

Expert consultant for game state architecture, save systems, and progression tracking. Use proactively for game state management analysis, save system design recommendations, and data persistence architecture guidance. Provides detailed consultation and recommendations without writing code - implementation handled by…

spacehendrix/clauder · 105 tokens