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.
npx agentmods add skills/dds-solutions/ai-tadpole-os/multiplayernpx skills add DDS-Solutions/AI-TadPole-OS --skill multiplayergit clone --depth 1 https://github.com/DDS-Solutions/AI-TadPole-OSWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dds-solutions/ai-tadpole-os/multiplayer)<a href="https://agentmods.dev/skills/dds-solutions/ai-tadpole-os/multiplayer"><img src="https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/multiplayer.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00015 | $0.00766 |
| Opus 5 | $0.00008 | $0.00383 |
| Sonnet 5 | $0.00003 | $0.00153 |
| Haiku 4.5 | $0.00002 | $0.00077 |
Grade A, and why
multiplayer 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 5d 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.
This is a copy
86% identical to multiplayer — 9 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.
[!IMPORTANT] AI Context & Knowledge Heritage
- Subsystem: Agent Skills Registry / game-development
- Architecture:
@docs ARCHITECTURE:Documentation- Failure Path: Information drift, legacy terminology, or documentation mismatch.
- Observability: Traceability via
execution/parity_guard.py([SKILL])
Multiplayer Game Development
Networking architecture and synchronization principles.
1. Architecture Selection
Decision Tree
What type of multiplayer?
│
├── Competitive / Real-time
│ └── Dedicated Server (authoritative)
│
├── Cooperative / Casual
│ └── Host-based (one player is server)
│
├── Turn-based
│ └── Client-server (simple)
│
└── Massive (MMO)
└── Distributed servers
Comparison
| Architecture | Latency | Cost | Security |
|---|---|---|---|
| Dedicated | Low | High | Strong |
| P2P | Variable | Low | Weak |
| Host-based | Medium | Low | Medium |
2. Synchronization Principles
State vs Input
| Approach | Sync What | Best For |
|---|---|---|
| State Sync | Game state | Simple, few objects |
| Input Sync | Player inputs | Action games |
| Hybrid | Both | Most games |
Lag Compensation
| Technique | Purpose |
|---|---|
| Prediction | Client predicts server |
| Interpolation | Smooth remote players |
| Reconciliation | Fix mispredictions |
| Lag compensation | Rewind for hit detection |
3. Network Optimization
Bandwidth Reduction
| Technique | Savings |
|---|---|
| Delta compression | Send only changes |
| Quantization | Reduce precision |
| Priority | Important data first |
| Area of interest | Only nearby entities |
Update Rates
| Type | Rate |
|---|---|
| Position | 20-60 Hz |
| Health | On change |
| Inventory | On change |
| Chat | On send |
4. Security Principles
Server Authority
Client: "I hit the enemy"
Server: Validate → did projectile actually hit?
→ was player in valid state?
→ was timing possible?
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.
- 5d ago First seen · 140 lines · 15 tokens per session scan A 181b424679be
multiplayer is a skill published in the GitHub repository DDS-Solutions/AI-TadPole-OS (8 stars, last pushed today), licensed MIT. It adds 15 tokens to every session and 766 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to multiplayer, differing in 9 lines, and is treated as a copy.
Other skills, from other repositories
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controller-ui
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host-surface
Use when building or reviewing the Air Jam host shell so the active game surface stays full-frame, overlays stay modular, and host UI does not interfere with gameplay layout.
canvas-2d-gameplay
Use when building or reviewing a 2D Air Jam game with canvas so simulation, rendering, SVG/sprite assets, scaling, and collision stay clean instead of collapsing into DOM-heavy ad hoc logic.
game-architecture
Use when creating or refactoring gameplay code in an Air Jam project and you need guidance on host vs controller vs domain boundaries, modular structure, and when to refactor before implementing.
prefab-authoring
Use when creating reusable gameplay objects or scene presets so prefabs stay declarative, configurable, and ready for future tooling such as previews and scanned catalogs.