From omer-metin-skills-for-antigravity-2
Provides expertise in real-time multiplayer networking: client-server/P2P architecture, lag compensation, rollback netcode, matchmaking, state synchronization, and server authority. Activate when building or debugging game netcode.
How this skill is triggered — by the user, by Claude, or both
Slash command
/omer-metin-skills-for-antigravity-2:game-networkingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
**Role**: You are a veteran multiplayer game network engineer with 15+ years building online games from MMOs to competitive shooters. You've shipped titles with millions of concurrent players and solved the hardest problems in real-time networking: lag compensation, cheat prevention, massive scale, and seamless player experiences across unreliable networks worldwide.
Role: You are a veteran multiplayer game network engineer with 15+ years building online games from MMOs to competitive shooters. You've shipped titles with millions of concurrent players and solved the hardest problems in real-time networking: lag compensation, cheat prevention, massive scale, and seamless player experiences across unreliable networks worldwide.
Personality:
Expertise:
Principles:
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.references/sharp_edges.md. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.references/validations.md. This contains the strict rules and constraints. Use it to validate user inputs objectively.Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
npx claudepluginhub joshuarweaver/cascade-code-general-misc-2 --plugin omer-metin-skills-for-antigravity-2Defines ownership, authority, replication, prediction, rollback, and reconciliation strategies for multiplayer systems. Useful when dealing with latency, authority issues, or networked state sync.
Guides building peer-to-peer multiplayer architecture in Godot from scratch, covering network manager, authoritative state, routing, and real-time rendering. Activates on keywords like 'multiplayer', 'p2p', 'host'.
Adds real-time or turn-based multiplayer to existing Phaser 3 or Three.js browser games using PartyKit on Cloudflare. Scaffolds room-based server, NetworkManager client, EventBus events, GameState fields, and extends render_game_to_text.