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RHKfullstackRHKfullstack/DEEPSEEK-SKILLS/skills/game-netcode/SKILL.md

game-netcode

Skill5 starsChanged 6 days agoNo licenceView on GitHub

Design and review networked game code - server authority, tick rate, snapshot interpolation, client prediction and reconciliation, lag compensation, and desync recovery. Use when adding multiplayer to a game, when players report rubber-banding or "I hit them and it did not register", before an MMORPG or real-time PvP launch, and whenever the client is trusted with damage, position, loot or currency. Owns the per-system authority table; load after game-design Phase 4.

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

No licence file, so all rights are reserved — read it at the source. We count its rules but don't quote them. Read them on GitHub.

≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

Reviews can't be read right now.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.