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 skills add HermeticOrmus/LibreGameDev-Claude-Code --skill multiplayer-networkinggit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/multiplayer-networking)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/multiplayer-networking.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00072 | $0.03701 |
| Opus 5.5 | $0.00029 | $0.01480 |
| Sonnet 5.5 | $0.00014 | $0.00740 |
| Haiku 4.5 | $0.00007 | $0.00370 |
Grade A, and why
multiplayer-networking 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 15d 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.
How it starts
The opening of the file, as written. The whole thing — 413 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Multiplayer networking pattern library
Reference patterns for game multiplayer netcode.
Netcode model comparison
| Model | Best for | Latency tolerance | Bandwidth | Determinism required |
|---|---|---|---|---|
| Rollback | Fighting games | Very tight | Low | Yes |
| Lockstep | RTS, lockstep RTS | Tolerant | Very low | Yes |
| Client prediction + reconciliation | FPS, MOBA, action | Medium | Medium | No |
| Server-authoritative + interpolation | Racing, MMO movement | Tolerant | Medium-high | No |
| Pure state snapshots | Slow-paced games | Very tolerant | High | No |
Common mistakes catalog
"Rubber-banding when player runs forward"
The player's client predicts forward motion. Server agrees and confirms. No rubber-band. Then player turns; client predicts turn; server says "no, you didn't turn yet" because the turn input hadn't reached the server when the server's last tick fired. Server position is one tick behind; client snaps back.
Fix: smooth reconciliation. When server position differs from predicted, interpolate over 100-200ms rather than snapping.
"I shot them dead-on and missed"
Favor-the-target policy. Server's "current" state is what counts; if your shot took 50ms to reach the server, the target may have moved. Either:
- Switch to favor-the-shooter (lag compensation)
- Use projectile weapons (the projectile travels in server time, no compensation needed)
"I was shot around a corner"
Favor-the-shooter policy working as intended. The shooter saw you at their lag-compensated time; you've since moved behind cover. You're dead on the server before you visually see the threat.
Mitigation: limit lag compensation window (e.g., 100ms max, not 250ms).
"Multiplayer works in lab, breaks on mobile data"
Mobile cellular has higher jitter and occasional packet loss. Check:
- Tick rate too high for cellular bandwidth budget
- No packet loss tolerance (UDP without reliability layer)
- No connection migration on IP change (mobile data → WiFi)
- Power-save modes throttling background packets
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.
- 15d ago First seen · 413 lines · 72 tokens per session scan A 2c111113e742
multiplayer-networking is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 72 tokens to every session and 3,701 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-10-01.
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