server-tick
CommunityFair multiplayer gaming with anti-cheat.
Software Engineering#game development#networking#multiplayer#anti-cheat#lag compensation#server authoritative
Authordadbodgeoff
Version1.0.0
Installs0
System Documentation
What problem does it solve?
This Skill addresses the challenges of creating fair and responsive multiplayer online games by implementing a server-authoritative tick system that prevents cheating and compensates for network latency.
Core Features & Use Cases
- Server-Authoritative Movement: Ensures game state is controlled by the server, preventing client-side manipulation like speed hacks or teleports.
- Lag Compensation: Accurately detects hits by rewinding target positions to the time of the shot, making gameplay fair for players with high latency.
- Deterministic Physics: Maintains consistent game physics across all clients by using a fixed tick rate.
- Use Case: In a fast-paced online shooter, this skill ensures that a player's shot registers correctly even if the target has moved due to lag, and prevents players from moving faster than allowed by the game's rules.
Quick Start
Use the server-tick skill to create a new game instance named 'match-123' for players 'player-1' and 'player-2'.
Dependency Matrix
Required Modules
None requiredComponents
scripts
💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: server-tick Download link: https://github.com/dadbodgeoff/drift/archive/main.zip#server-tick Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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