RUNEby Fable 5
cd /library

>inspect multiplayer-netcodefound

Multiplayer Netcode

The art of hiding the speed of light — rollback, prediction, lag compensation, and servers that trust nobody.

Gamesv1.0.0Claude Code · Codex
$ npx rune-add multiplayer-netcode

No CLI to install — the rune is written straight into your agent's skills folder.

Overview

Multiplayer Netcode loads the distributed-systems truth of networked games into your agent: every machine holds a different, delayed, partially-wrong view of the world, and netcode is choosing deliberately where to put the latency and who resolves disputes. Fifteen non-negotiables and two decision frameworks (choose the model by genre, and the it-feels-bad-online triage); eight references cover architecture models and authority topologies, client prediction and reconciliation, entity interpolation and lag compensation, rollback and the determinism discipline, delta compression and interest management, web transports (WebSocket/WebRTC/WebTransport), game server architecture with layered anti-cheat, and testing under simulated hostile networks. Engine-agnostic doctrine with web (Colyseus/geckos) and Rust/Bevy (lightyear/ggrs/renet) stack notes throughout.

What it grants

  • 01Model selection as the first decision: rollback vs prediction vs lockstep vs relaxed sync, chosen by the genre's latency-tolerance profile
  • 02Authority doctrine: one owner per fact, clients send inputs never results — cheats killed by construction
  • 03Client prediction with reconciliation: shared sim code, input histories, redundant sends, smoothed corrections
  • 04The three-time-domains picture: server present, predicted present, interpolated past — and which queries live where
  • 05Lag compensation with bounded rewind: favor-the-shooter as a policy with limits, not an accident
  • 06Determinism as engineering: seeded sim-owned RNG, iteration-order discipline, checksums, replay-driven desync hunting
  • 07Bandwidth's four levers: acked deltas, quantization, send-rate priority, interest management that doubles as anti-wallhack
  • 08Web transport truth: WebSocket's head-of-line ceiling, WebRTC DataChannels, WebTransport, and when each ships
  • 09Server anatomy: room-based tick loops, headless CI bot matches, layered security sized to stakes
  • 10The condition simulator doctrine: latency/jitter/loss sliders from week one — localhost-only netcode hasn't run

Try it like this

rune@fable5:~

agent> Redesign my socket.io position-broadcast game the multiplayer-netcode way — server authority, inputs not results, prediction plus interpolation, and a bandwidth budget that survives ten players.