# multiplayer-building > Networking systems for multiplayer building games. Use when implementing networked construction, delta synchronization, client prediction, or conflict resolution. Server-authoritative model with optimistic client prediction for responsive gameplay. - Author: Brandon - Repository: Bbeierle12/Skill-MCP-Claude - Version: 20260204193602 - Stars: 4 - Forks: 0 - Last Updated: 2026-02-07 - Source: https://github.com/Bbeierle12/Skill-MCP-Claude - Web: https://mule.run/skillshub/@@Bbeierle12/Skill-MCP-Claude~multiplayer-building:20260204193602 --- --- name: multiplayer-building description: Networking systems for multiplayer building games. Use when implementing networked construction, delta synchronization, client prediction, or conflict resolution. Server-authoritative model with optimistic client prediction for responsive gameplay. --- # Multiplayer Building Networking layer for multiplayer building games. ## Quick Start ```javascript import { BuildingNetworkServer, BuildingNetworkClient } from './scripts/building-network-manager.js'; // Server const server = new BuildingNetworkServer(buildingSystem, { tickRate: 20, conflictStrategy: 'first_write' }); server.start(); // Client const client = new BuildingNetworkClient(buildingSystem); client.connect('ws://server:8080'); const localPiece = client.placeRequest('wall', position, rotation); ``` ## Reference See `references/multiplayer-networking.md` for: - Authority model comparison - Delta compression strategy - Conflict resolution approaches - Large structure synchronization ## Scripts - `scripts/delta-compression.js` - Only sync changed state (Source engine pattern) - `scripts/client-prediction.js` - Optimistic placement with rollback - `scripts/conflict-resolver.js` - Handle simultaneous builds (first-write, timestamp, lock-based) - `scripts/building-network-manager.js` - Complete server/client system ## Architecture **Server-authoritative** with client prediction: 1. Client predicts placement locally (ghost piece) 2. Server validates and confirms/rejects 3. Client reconciles with server state 4. Delta compression syncs only changes