
synchronization-algorithms
Network synchronization, lag compensation, client prediction, and state consistency for responsive multiplayer games.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill synchronization-algorithms- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads synchronization-algorithms automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Multiplayer Synchronization
Synchronization Techniques
┌─────────────────────────────────────────────────────────────┐
│ SYNC TECHNIQUES OVERVIEW │
├─────────────────────────────────────────────────────────────┤
│ CLIENT PREDICTION: │
│ → Execute input locally before server confirms │
│ → Feels responsive, requires reconciliation │
│ Best for: FPS, action games │
├─────────────────────────────────────────────────────────────┤
│ INTERPOLATION: │
│ → Display positions between known states │
│ → Smooth visuals, adds latency │
│ Best for: Other players, NPCs │
├─────────────────────────────────────────────────────────────┤
│ ROLLBACK NETCODE: │
│ → Rewind game state on correction │
│ → Re-simulate with corrected data │
│ Best for: Fighting games, precise timing │
├─────────────────────────────────────────────────────────────┤
│ LOCKSTEP: │
│ → All clients advance together │
│ → Deterministic, waits for slowest │
│ Best for: RTS, turn-based │
└─────────────────────────────────────────────────────────────┘
Client Prediction & Reconciliation
PREDICTION FLOW:
┌─────────────────────────────────────────────────────────────┐
│ Frame N: │
│ 1. Capture input │
│ 2. Predict result locally (immediate response) │
│ 3. Store input + predicted state │
│ 4. Send input to server │
│ │
│ Frame N+RTT: │
│ 5. Receive server state for Frame N │
│ 6. Compare with stored prediction │
│ 7. If mismatch: RECONCILE │
│ a. Snap to server state │
│ b. Re-apply all inputs since Frame N │
│ c. Smooth correction to avoid visual pop │
└─────────────────────────────────────────────────────────────┘
// ✅ Production-Ready: Prediction Buffer
public class PredictionBuffer
{
private const int BUFFER_SIZE = 128;
private readonly PredictionEntry[] _buffer = new PredictionEntry[BUFFER_SIZE];
public void Store(uint tick, InputPayload input, PlayerState predictedState)
{
int index = (int)(tick % BUFFER_SIZE);
_buffer[index] = new PredictionEntry
{
Tick = tick,
Input = input,
PredictedState = predictedState
};
}
public void Reconcile(uint serverTick, PlayerState serverState)
{
int index = (int)(serverTick % BUFFER_SIZE);
var entry = _buffer[index];
if (entry.Tick != serverTick) return; // Stale data
float error = Vector3.Distance(entry.PredictedState.Position, serverState.Position);
if (error < 0.01f) return; // Within tolerance
// Misprediction detected - reconcile
PlayerState currentState = serverState;
// Re-simulate all inputs since server tick
for (uint t = serverTick + 1; t <= CurrentTick; t++)
{
int idx = (int)(t % BUFFER_SIZE);
if (_buffer[idx].Tick == t)
{
currentState = SimulateInput(currentState, _buffer[idx].Input);
}
}
// Apply corrected state (with smoothing)
ApplyCorrectedState(currentState);
}
}
Interpolation
INTERPOLATION BUFFER:
┌─────────────────────────────────────────────────────────────┐
│ RECEIVE: [State T-100ms] [State T-50ms] [State T-now] │
│ │
│ RENDER: Display interpolated position between T-100ms │
│ and T-50ms based on current render time │
│ │
│ WHY: Always have two states to interpolate between │
│ (render behind real-time by buffer amount) │
│ │
│ BUFFER SIZE: │
│ • Too small: Choppy when packets delayed │
│ • Too large: Everything feels delayed │
│ • Typical: 100-200ms for other players │
└─────────────────────────────────────────────────────────────┘
Rollback Netcode
ROLLBACK FLOW (Fighting Games):
┌─────────────────────────────────────────────────────────────┐
│ 1. Execute frame with predicted opponent input │
│ 2. Store complete game state snapshot │
│ 3. When actual input arrives: │
│ a. If matches prediction: continue │
│ b. If mismatch: │
│ - Load snapshot from that frame │
│ - Re-simulate all frames with correct input │
│ - "Rollback" visual to corrected state │
│ 4. Hide rollbacks with animation tricks │
└─────────────────────────────────────────────────────────────┘
ROLLBACK LIMITS:
• Max rollback: 7-8 frames (~116ms at 60fps)
• Beyond: Game stutters or desyncs
• Input delay trade-off: 0-3 frames pre-delay
Lockstep Synchronization
LOCKSTEP (RTS Games):
┌─────────────────────────────────────────────────────────────┐
│ Frame 0: All clients send inputs │
│ Wait for all inputs │
│ Execute deterministically │
│ │
│ Frame 1: Repeat │
│ │
│ REQUIREMENTS: │
│ • Deterministic simulation (fixed-point math) │
│ • Synchronized RNG seeds │
│ • Identical execution order │
│ │
│ PROS: Minimal bandwidth (only inputs) │
│ CONS: Latency = slowest player, input delay │
└─────────────────────────────────────────────────────────────┘
🔧 Troubleshooting
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Visible rubber-banding │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Increase interpolation buffer │
│ → Smooth reconciliation (lerp, not snap) │
│ → Add visual damping │
│ → Check for consistent tick rate │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Clients desyncing │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Use fixed-point math │
│ → Sync random number seeds │
│ → Periodic full-state resync │
│ → Add state hash verification │
│ → Check floating-point determinism │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Too many rollbacks (fighting games) │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add input delay frames (1-3) │
│ → Better input prediction │
│ → Limit max rollback frames │
│ → Disconnect players with bad connections │
└─────────────────────────────────────────────────────────────┘
Technique Selection
| Game Type | Primary | Secondary | Latency Budget |
|---|---|---|---|
| FPS | Prediction | Interpolation | 50-100ms |
| Fighting | Rollback | Input delay | 50-80ms |
| RTS | Lockstep | - | 200-500ms |
| MMO | Interpolation | Prediction | 100-200ms |
| Racing | Prediction | Extrapolation | 50-100ms |
Use this skill: When building multiplayer systems, optimizing netcode, or fixing desync issues.
FAQ
What does the synchronization-algorithms skill do?
Network synchronization, lag compensation, client prediction, and state consistency for responsive multiplayer games.
How do I install synchronization-algorithms?
Run npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill synchronization-algorithms in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/synchronization-algorithms/ (personal) or .claude/skills/synchronization-algorithms/ (project).
Which AI agents can use synchronization-algorithms?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is synchronization-algorithms safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains synchronization-algorithms?
It is published by pluginagentmarketplace in pluginagentmarketplace/custom-plugin-game-developer. It has 73 recorded installs.
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