Core programming languages for game server development including C++, C#, Go, Rust
Provides high-performance language templates and selection criteria for game server development. Claude uses this when you need to choose between C++, Rust, Go, or C# for real-time multiplayer servers, offering code examples and performance trade-offs for each language.
/plugin marketplace add pluginagentmarketplace/custom-plugin-server-side-game-dev/plugin install server-side-game-dev-plugin@pluginagentmarketplace-game-serverThis skill inherits all available tools. When active, it can use any tool Claude has access to.
assets/config.yamlassets/language-comparison.yamlreferences/GUIDE.mdreferences/LANGUAGE_GUIDE.mdscripts/helper.pyscripts/language_comparison.pyMaster high-performance languages for real-time game server development.
| Language | Performance | Memory | Concurrency | Use Case |
|---|---|---|---|---|
| C++ | Highest | Manual | Threads | AAA, FPS |
| Rust | High | Safe | Async | New projects |
| Go | High | GC | Goroutines | Microservices |
| C# | Medium | GC | Async | Unity, casual |
| Java | Medium | GC | Threads | MMO |
#include <boost/asio.hpp>
class GameServer {
public:
GameServer(boost::asio::io_context& io, short port)
: acceptor_(io, tcp::endpoint(tcp::v4(), port)) {
start_accept();
}
private:
void start_accept() {
auto socket = std::make_shared<tcp::socket>(acceptor_.get_executor());
acceptor_.async_accept(*socket,
[this, socket](boost::system::error_code ec) {
if (!ec) handle_connection(socket);
start_accept();
});
}
tcp::acceptor acceptor_;
};
type GameServer struct {
players sync.Map
tick *time.Ticker
}
func (s *GameServer) handlePlayer(conn net.Conn) {
defer conn.Close()
for {
msg := readMessage(conn)
go s.processMessage(msg)
}
}
async fn handle_player(stream: TcpStream) -> Result<()> {
let (reader, writer) = stream.split();
loop {
let msg = read_message(&mut reader).await?;
let response = process_command(&msg).await;
write_message(&mut writer, &response).await?;
}
}
| Factor | Best Choice |
|---|---|
| Latency critical | C++, Rust |
| Rapid development | Go, C# |
| Team expertise | Match existing |
| Scalability | Go, Erlang |
| Error | Root Cause | Solution |
|---|---|---|
| Memory leak | Manual mgmt | Use RAII/smart ptrs |
| GC pauses | Allocation | Pool objects |
| Thread deadlock | Lock order | Lock hierarchy |
| Segfault | Pointer bug | Use Rust/sanitizers |
# C++ memory check
valgrind --leak-check=full ./game-server
# Go profiling
go tool pprof http://localhost:6060/debug/pprof/heap
# Rust optimization
cargo build --release
TEST(GameServer, AcceptsConnections) {
GameServer server(8080);
TcpClient client;
client.connect("localhost", 8080);
EXPECT_TRUE(client.isConnected());
}
assets/ - Language templatesreferences/ - Performance guidesThis skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
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