Individual skill

gamedev-multiplayer

Use when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag compensation, plus Godot 4 / Unity NGO / Unreal wiring. NOT single-player gameplay (that is `godot`, `unity`, `unreal`), NOT matchmaking or server hosting (that is `deployment`).

skills/gamedev-multiplayer/SKILL.md

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# Game multiplayer & netcode

Design and wire the network layer of a game across Godot 4.x, Unity, and Unreal: choose a
topology, put authority in the right place, replicate the right state, and hide latency without
opening the door to cheaters. This skill owns the *networking* decisions; the engine skills own
the local gameplay those decisions sit on top of.

Route elsewhere when the ask is not netcode:

| The ask | Route to | Why not here |
| --- | --- | --- |
| Single-player movement, AI, input, animation, save files | [`godot`](../godot/SKILL.md) / [`unity`](../unity/SKILL.md) / [`unreal`](../unreal/SKILL.md) | The engine skill owns local gameplay; no network dimension. |
| Physics determinism, collision, character controllers | [`gamedev-physics`](../gamedev-physics/SKILL.md) | Netcode *consumes* determinism; it does not own the physics fix. |
| Matchmaking, lobby backend, dedicated-server hosting, relays, DB, game-server CI | [`deployment`](../deployment/SKILL.md) | Running the fleet, not designing the in-game net layer. |