game-networking-guide

game-networking-guide is a skill for Claude Code from xonovex/platform. It costs 123 tokens per session (1,236 once invoked), scanned A, original, MIT.

A guide to networking real-time multiplayer games and simulations. It explains how computers share changing game state, choose which computer owns each object, and send updates over UDP, a fast transport that does not guarantee delivery or order.

In plain words
What is it for?
Use it to design client/server or peer-to-peer layouts, object authority, state replication, snapshot and delta updates, acknowledgements, and reliable or unreliable message channels.
Why use it?
It provides a way to reason about delayed, lost, or out-of-order network messages without letting multiple computers disagree about who controls an object. It also helps limit updates to the state that other players need.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the xonovex-skill-game-networking plugin — 1 skill shipped together

Good fit Use it to design client/server or peer-to-peer layouts, object authority, state replication, snapshot and delta updates, acknowledgements, and reliable or unreliable message channels.

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Install with agentmods
npx agentmods add skills/xonovex/platform/game-networking-guide
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 xonovex/platform --skill game-networking-guide
Clone the repo
git clone --depth 1 https://github.com/xonovex/platform

Made for: Claude Code.

Or install xonovex-skill-game-networking, the plugin that ships this one along with the rest of its 1 skill.

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-guide

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/xonovex/platform/game-networking-guide"><img src="https://agentmods.dev/badge/skills/xonovex/platform/game-networking-guide.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 123 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,236 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 $0.00123 $0.01236
Opus 5 $0.00062 $0.00618
Sonnet 5 $0.00025 $0.00247
Haiku 4.5 $0.00012 $0.00124

Measured today against content hash 79ada7047809, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

game-networking-guide 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 today.

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.

packages/skill/skill-game-networking/game-networking-guide/SKILL.md · 50 lines

How it starts

The opening of the file, as written. The whole thing — 50 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game networking Guidelines

API-agnostic architecture for real-time multiplayer over an unreliable network: how participants are modeled and who owns state, what to put on the wire, and how reliability is layered on UDP. This skill replicates a typed world, see data-model-guide for the object/id model, ecs-guide for the component model, and data-oriented-design-guide for packing wire data.

Essentials

  • Nodes form a graph, topology is data - Model each participant as a simulation bound to an address; keep client/server-vs-peer and accept/own/replicate as per-node config, not baked-in protocol, see references/topology-and-authority.md
  • One owner per object - Exactly one node is the source of truth for a networked object and replicates it; others apply received updates read-only, see references/topology-and-authority.md
  • Replicate opted-in state - Replication is a per-component capability plus a per-object flag; the owner watches for changes and sends only to interested nodes, see references/state-replication.md
  • Guarantee per packet type, over UDP - Open one-way pipes between nodes; tag every payload with a type that carries its delivery guarantee (unreliable / ordered / reliable), see references/transport-and-channels.md

Replicating world state

  • Two-level opt-in - A component declares whether/how it replicates; each object must also be flagged, or nothing is sent, see references/state-replication.md
  • Cheap default, optimize by description - Default to a whole-component blob; supply a field layout and per-field watch cadence to send only changed members, see references/state-replication.md
  • Baselines and acks - Reuse the save/load apply path for replication and watch ack/out-of-order counts, see references/delta-and-snapshots.md

Read the full file on GitHub · 50 lines

Files

What ships with it

8 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. today First seen · 50 lines · 123 tokens per session scan A 79ada7047809

Subscribe to this mod's changes

game-networking-guide is a skill published in the GitHub repository xonovex/platform (5 stars, last pushed 2d ago), licensed MIT. It adds 123 tokens to every session and 1,236 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 2026-09-08.

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