Generate a low-level networking specification covering prediction, interpolation, and lag compensation
Generates a detailed netcode specification covering prediction, interpolation, and lag compensation for multiplayer games.
/plugin marketplace add sponticelli/gamedev-claude-plugins/plugin install multiplayer@gamedev-claude-pluginsCreate a detailed netcode specification for multiplayer game implementation.
Before generating the netcode brief, understand the networking needs:
Use this context to design appropriate netcode techniques.
# Netcode Specification: [Game/Feature]
## Overview
**Tick Rate:** [Server Hz]
**Update Rate:** [Client snapshot rate Hz]
**Latency Target:** [Xms RTT acceptable]
**Bandwidth Budget:** [X KB/s per player]
## Techniques
### Client-Side Prediction
**Applied to:**
- [System 1]: [How predicted]
- [System 2]: [How predicted]
**Not predicted (server-authoritative):**
- [System]: [Why not predicted]
**Reconciliation approach:**
[How server corrections are applied]
### Entity Interpolation
**Buffer size:** [X ms / Y updates]
**Interpolation method:** [Linear / Hermite / Custom]
**Per-entity settings:**
| Entity Type | Buffer | Priority |
|-------------|--------|----------|
| [Type] | [Xms] | [High/Med/Low] |
### Lag Compensation
**Enabled for:** [Systems]
**Max rewind:** [Xms]
**Validation:** [Server-side checks]
## State Synchronization
### Snapshot Contents
| Field | Type | Size | Rate | Compression |
|-------|------|------|------|-------------|
| [Field] | [Type] | [Bytes] | [Hz] | [Method] |
### Delta Compression
[How deltas are calculated and applied]
### Priority System
| Priority | Data Types | Behavior |
|----------|------------|----------|
| Critical | [Types] | Every packet |
| High | [Types] | Every other packet |
| Medium | [Types] | When bandwidth allows |
| Low | [Types] | Occasional |
## Edge Cases
| Scenario | Detection | Handling |
|----------|-----------|----------|
| High latency (>200ms) | [How detected] | [What happens] |
| Packet loss (>5%) | [How detected] | [What happens] |
| Jitter spike | [How detected] | [What happens] |
| Reconnection | [How detected] | [What happens] |
## Implementation Notes
### Key Classes/Functions
[Main components to implement]
### Dependencies
[Required libraries or systems]
### Testing Approach
[How to test with simulated network conditions]
Generate based on the user's game and networking requirements.