AG Kit is a toolkit that gives Google Antigravity coding agents a structured workspace with rules, skills, specialist agents, workflows, persistent memory, orchestration, MCP guidance, and a safety hook. It is for building and operating agent workflows in Antigravity, and its catalogue entries provide parts of that workspace contract.
Borrowing it
Nothing to install: this file belongs to vudovn/ag-kit. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/vudovn/ag-kit/main/.agents/skills/game-development/multiplayer/SKILL.mdgit clone --depth 1 https://github.com/vudovn/ag-kitWrote 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/vudovn/ag-kit/multiplayer)<a href="https://agentmods.dev/skills/vudovn/ag-kit/multiplayer"><img src="https://agentmods.dev/badge/skills/vudovn/ag-kit/multiplayer/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/vudovn/ag-kit/multiplayer"><img src="https://agentmods.dev/badge/skills/vudovn/ag-kit/multiplayer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00659 |
| Opus 5.5 | $0.00006 | $0.00264 |
| Sonnet 5.5 | $0.00003 | $0.00132 |
| Haiku 4.5 | $0.00002 | $0.00066 |
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 1mo 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.
Copies of this mod
8 near-identical copies found in the catalogue:
- multiplayer — 100% identical, 0 lines differ
- multiplayer — 100% identical, 0 lines differ
- multiplayer — 100% identical, 0 lines differ
- multiplayer — 100% identical, 0 lines differ
- multiplayer — 100% identical, 0 lines differ
- multiplayer — 94% identical, 1 lines differ
- multiplayer — 94% identical, 3 lines differ
- multiplayer — 86% identical, 8 lines differ
How it starts
The opening of the file, as written. The whole thing — 133 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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?
Anti-Cheat
| Cheat | Prevention |
|---|---|
| Speed hack | Server validates movement |
| Aimbot | Server validates sight line |
| Item dupe | Server owns inventory |
| Wall hack | Don't send hidden data |
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.
- 1mo ago First seen · 133 lines · 15 tokens per session scan A 79ee8d6f2e04
multiplayer is a skill published in the GitHub repository vudovn/ag-kit (8,199 stars, last pushed 2d ago), licensed MIT. It adds 15 tokens to every session and 659 once invoked, about $0.0001 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 2026-08-30.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.