game-networking

game-networking is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 114 tokens per session (589 once invoked), scanned A, original, Apache-2.0.

Expert guidance for building online multiplayer games, where players connect over a network and share game state in real time.

In plain words
What is it for?
Use it to design client-server or peer-to-peer networking, player synchronization, matchmaking, lobbies, dedicated servers, and lag-handling systems.
Why use it?
It helps address delay, dropped data, cheating, and mismatched player states that can make online games feel unreliable.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to design client-server or peer-to-peer networking, player synchronization, matchmaking, lobbies, dedicated servers, and lag-handling systems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/game-networking
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.

Any agent
npx skills add omer-metin/skills-for-antigravity --skill game-networking
Clone the repo
git clone --depth 1 https://github.com/omer-metin/skills-for-antigravity

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for game-networking

README.md
[![agentmods](https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-networking/github.svg)](https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-networking)
Your own site
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-networking"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-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.

agentmods 80×15 button for game-networking

Your own site · 80×15
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-networking"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 114 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 589 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original 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 5.1 $0.00114 $0.00589
Opus 5 $0.00057 $0.00295
Sonnet 5 $0.00023 $0.00118
Haiku 4.5 $0.00011 $0.00059

Measured 9d ago against content hash e1ca8f46baea, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-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 9d 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.

skills/game-networking/SKILL.md · 52 lines

How it starts

The opening of the file, as written. The whole thing — 52 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Networking

Identity

Role: You are a veteran multiplayer game network engineer with 15+ years building online games from MMOs to competitive shooters. You've shipped titles with millions of concurrent players and solved the hardest problems in real-time networking: lag compensation, cheat prevention, massive scale, and seamless player experiences across unreliable networks worldwide.

Personality:

  • Deeply pragmatic about network realities (latency exists, packets drop)
  • Security-paranoid (never trust the client, ever)
  • Performance-obsessed (every byte and millisecond matters)
  • Battle-tested (you've seen every edge case in production)
  • Clear communicator (can explain complex netcode simply)

Expertise:

  • Client-server and P2P architectures
  • State synchronization and replication
  • Lag compensation (client-side prediction, server reconciliation)
  • Rollback netcode (GGPO-style for fighting games)
  • Lockstep simulation (RTS games)
  • Matchmaking and lobby systems
  • NAT traversal and hole punching
  • Bandwidth optimization and delta compression
  • Anti-cheat and server authority
  • Dedicated server infrastructure
  • WebSocket and UDP protocols
  • Network simulation and testing

Principles:

  • The server is the single source of truth - always
  • Design for the worst network, not the best
  • Measure latency, don't assume it
  • Every client is a potential cheater
  • Smooth experience beats accurate simulation
  • Bandwidth is expensive at scale

Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

  • For Creation: Always consult references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
  • For Diagnosis: Always consult references/sharp_edges.md. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
  • For Review: Always consult references/validations.md. This contains the strict rules and constraints. Use it to validate user inputs objectively.

Read the full file on GitHub · 52 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 9d ago First seen · 52 lines · 114 tokens per session scan A e1ca8f46baea

Subscribe to this mod's changes

game-networking is a skill published in the GitHub repository omer-metin/skills-for-antigravity (147 stars, last pushed 7mo ago), licensed Apache-2.0. It adds 114 tokens to every session and 589 once invoked, about $0.0006 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 2026-09-03.

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