game-loop

Implement a deterministic server-side game loop with fixed delta time.

1|1|Updated Nov 18, 2025
One-click install
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-server-side-game-dev --skill game-loop
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-loop
Source: https://github.com/pluginagentmarketplace/custom-plugin-server-side-game-dev/tree/main/skills/game-loop
Command: npx skills add https://github.com/pluginagentmarketplace/custom-plugin-server-side-game-dev --skill game-loop

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill provides a deterministic server-side game loop with a fixed timestep to ensure consistent physics and gameplay across distributed simulations, minimizing drift and desynchronization.

Core Features & Use Cases

  • Deterministic fixed-timestep loop for accurate physics and reproducible results.
  • Tick-rate control with observability to monitor performance and health.
  • Reference patterns, templates, and utilities to bootstrap server-side game loops for multiplayer or simulated environments.
  • Use cases include MMO-style tick processing, physics simulations on the server, and rapid prototyping of server-driven gameplay.

Quick Start

Run a deterministic 60Hz game loop with default settings to simulate a simple world.

Frequently Asked Questions about game-loop

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement a deterministic server-side game loop for multiplayer physics?

A deterministic server-side game loop uses a fixed delta time to process tick-based updates, ensuring consistent physics replication across distributed simulations and minimizing drift. This Skill provides templates to bootstrap that loop.

Why does physics desynchronization happen in distributed simulations and how do I prevent it?

Physics desynchronization in distributed simulations happens due to floating-point inconsistencies across hardware. A fixed timestep game loop prevents this by enforcing deterministic, tick-based server-side updates.

Can I control the tick-rate and monitor performance in a server-side simulation?

Yes, you can control the tick-rate and monitor performance in a server-side simulation. This Skill includes built-in observability features to track loop health and adjust tick processing frequencies.

Does this deterministic game loop support YAML configuration for parameters and retry behavior?

Yes, the deterministic game loop supports YAML-frontmatter driven configuration to define parameters, retry behavior, and observability settings for server-side game logic and physics replication.

What is the best way to structure MMO-style tick processing on a server?

The best way to structure MMO-style tick processing is using a deterministic fixed-timestep loop. This ensures reliable physics simulations and reproducible server-driven gameplay updates across multiplayer environments.