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Multiplayer Building

  • 57 installs
  • 8 repo stars
  • Updated August 4, 2026
  • bbeierle12/skill-mcp-claude

multiplayer-building is a Claude skill that implements networked construction for multiplayer building games using server-authoritative state and client prediction.

About

This skill provides a networking layer for multiplayer building games, using a server-authoritative model with optimistic client prediction. It ships scripts for a server/client network manager, delta compression, client prediction with rollback, and conflict resolution for simultaneous builds. A developer uses it when adding networked construction and state synchronization to a building game.

  • Server-authoritative model with optimistic client prediction and rollback
  • Delta compression syncs only changed state (Source engine pattern)
  • Conflict resolvers for simultaneous builds: first-write, timestamp, lock-based

Multiplayer Building by the numbers

  • 57 all-time installs (skills.sh)
  • Ranked #151 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
At a glance

multiplayer-building capabilities & compatibility

Capabilities
performance at scale · platform building
From the docs

What multiplayer-building says it does

Networking systems for multiplayer building games. Use when implementing networked construction, delta synchronization, client prediction, or conflict resolution.
SKILL.md
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill multiplayer-building

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Listed on Skillselion
Installs57
repo stars8
Last updatedAugust 4, 2026
Repositorybbeierle12/skill-mcp-claude

What it does

Implement networked construction for a multiplayer building game with server-authoritative state, client prediction, delta sync, and conflict resolution.

Who is it for?

Adding networked construction and sync to a multiplayer building game

Skip if: Single-player games or non-building multiplayer genres

When should I use this skill?

You are implementing networked building, delta sync, client prediction, or conflict resolution

What you get

A synchronized multiplayer building system with predicted placement and conflict handling

  • Server/client network manager
  • Delta compression
  • Client prediction with rollback

By the numbers

  • 4 bundled scripts
  • 3 conflict strategies (first-write, timestamp, lock-based)

Files

SKILL.mdMarkdownGitHub ↗

Multiplayer 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 rollback
  • scripts/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: 1. Client predicts placement locally (ghost piece) 2. Server validates and confirms/rejects 3. Client reconciles with server state 4. Delta compression syncs only changes

Related skills

FAQ

What networking model does multiplayer-building use?

A server-authoritative model with optimistic client prediction and reconciliation.

How does it handle simultaneous builds?

Its conflict resolver supports first-write, timestamp, and lock-based strategies.

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