About multiplayer-building
A networking layer for multiplayer building games, aimed at games that need server-authoritative placement with client prediction. It combines state deltas, reconciliation, and configurable handling of simultaneous builds.
Key features
- 01Server-authoritative building state
- 02Client prediction with rollback
- 03Delta compression for changed state
- 04Conflict resolution strategies
Use cases
- 01Syncing structure changes across players
- 02Predicting placements before server confirmation
- 03Resolving simultaneous building attempts
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ bbeierle12/ skill-mcp-claude --skill multiplayer-buildingAfter installing, type/multiplayer-buildingin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
_meta.jsonreferences/multiplayer-networking.mdscripts/building-network-manager.jsclient-prediction.jsconflict-resolver.jsdelta-compression.jsDetails
From the project READMEMultiplayer Building
Networking layer for multiplayer building games.
Quick Start
import { BuildingNetworkServer, BuildingNetworkClient } from './scripts/building-network-manager.js';
// Server
const server = new BuildingNetworkServer(buildingSystem, {
tickRate: 20,
conflictStrategy: 'first_write'
});
server.start();
// Client
const client = new BuildingNetworkClient(buildingSystem);
client.connect('ws://server:8080');
const localPiece = client.placeRequest('wall', position, rotation);
Reference
See references/multiplayer-networking.md for:
- Authority model comparison
- Delta compression strategy
- Conflict resolution approaches
- Large structure synchronization
Scripts
scripts/delta-compression.js- Only sync changed state (Source engine pattern)scripts/client-prediction.js- Optimistic placement with rollbackscripts/conflict-resolver.js- Handle simultaneous builds (first-write, timestamp, lock-based)scripts/building-network-manager.js- Complete server/client system
Architecture
Server-authoritative with client prediction:
- Client predicts placement locally (ghost piece)
- Server validates and confirms/rejects
- Client reconciles with server state
- Delta compression syncs only changes
Comments
Markdown supported