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evalix098/tiktoklive

Peer-to-peer realtime multiplayer over WebRTC data channels: every user of the deployed app connects directly to every other user (full mesh), the server only brokers the handshake at /api/rtc. Lowest possible latency, zero per-message server cost. Use for 2-8 player co-op/casual realtime: shared cursors, drawing, party games, casual action. Triggers: p2p, peer to peer, webrtc, low latency multiplayer, direct connection.

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tiktoklive is a Cursor agent skill that peer-to-peer realtime multiplayer over WebRTC data channels: every user of the deployed app connects directly to every other user (full mesh), the server only brokers the handshake at /api/rtc. Lowest possible latency, zero per-message server cost. Use for 2-8 player co-op/casual realtime: shared cursors, drawing, party games, casual action. Triggers: p2p, peer to peer, webrtc, low latency multiplayer, direct connection.

지원 대상~Claude Code~Codex CLI✓Cursor
npx skills add https://github.com/evalix098/tiktoklive/tree/HEAD/.grok/skills/multiplayer-p2p

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Multiplayer (WebRTC peer-to-peer)

All visitors on the same deployed domain join one default room, opening a native WebRTC data channel directly to every other visitor — game traffic itself never touches a server. A tiny relay at /api/rtc handles only the routing of the connection handshake (SDP/ICE) while peers connect. What you use from the kit is client-side only; the relay is yours.

Latency is browser↔browser (often 5–40ms) with zero per-tick server cost.

PiecePath
Mesh primitive (start here)P2PRoom from @/lib/multiplayer
React room binding (optional, you create)src/lib/multiplayer/use-p2p-room.ts
Signaling relay (you create)src/lib/multiplayer/signaling.server.ts
HTTP mount (you create)src/routes/api/rtc.ts

Trust model — read before choosing P2P. There is no server authority: every peer runs its own copy of the rules and can lie (position, score, anything). Peers also learn each other's IP addresses during ICE. P2P is for co-op and casual play among people who choose to play together — never for competitive ranking, cheat-sensitive, or anonymous-stranger matchmaking. Competitive or cheat-sensitive play is not supported in this template: push back in product terms rather than shipping it on P2P.

Practical limits: a full mesh is O(N²) connections — cap rooms at ~8 peers. Roughly 10–20% of peer pairs sit behind strict NATs and cannot connect; the kit surfaces this per peer as connectionState: "failed" — show it in the UI rather than hanging.

Setup (once)

Create the two server files — nothing works without them:

  1. src/lib/multiplayer/signaling.server.ts — the DB-backed signaling relay (Neon deployed, PGLite in preview).
  2. src/routes/api/rtc.ts — mounts it at /api/rtc (GET poll, POST signal/leave).

Copy both from references/signaling-relay.md, which also carries the schema note: the relay creates its own two tables on first use (CREATE TABLE IF NOT EXISTS), so nothing goes in migrations/ unless you deliberately want to own the schema.

Using the primitive

P2PRoom is framework-free, and a "room" is just a rendezvous key — a lobby code, a 1:1 call id, a shared-document id, any string (≤64 chars). Any architecture sits on top of the same three calls:

import { P2PRoom } from "@/lib/multiplayer";

const p2p = new P2PRoom({
  room: "doc-42",
  selfId: myId,
  name: "ani",
  onPeersChanged: (peers) => render(peers),
  onMessage: (from, data, channel) => apply(from, data, channel),
});
await p2p.join();
p2p.broadcast(state); // unreliable "state" channel — game-rate, stale drops
p2p.send(event, to); // reliable channel — exactly-once events (to optional)
p2p.close();

For the common "everyone on this app plays together" shape in React, copy the useP2PRoom hook (plus a worked component: game-rate broadcast loop at ~20 sends/s, reliable one-shot events) from references/react-binding.md.

Patterns:

  1. broadcast() = unreliable/unordered, for continuously-refreshed state (positions, cursors). send() = reliable/ordered, for events that must arrive exactly once. Never stream game-rate state on send(); interpolate between broadcasts for smooth motion.
  2. Late joiners know nothing: on a new peer appearing in p2p.peers, an existing peer should send() it the current shared state. Exactly one peer must answer: compare ids among the peers that were ALREADY in the room (your selfId plus p2p.peers minus the newcomer) and answer only if your selfId is the smallest — so two simultaneous joiners neither double-answer nor go unanswered.
  3. Room ids: omit for "everyone on this app plays together"; pass room: code for private lobbies (generate a short code, put it in the URL).
  4. Peers disappear without goodbye (tab close, sleep): treat a peer missing from p2p.peers as gone and drop its entities.
  5. A React binding that captures room/name on first render (the one in references/react-binding.md does) needs a remount to change them — key the component on the room code.

Diagnostics

Each entry in p2p.peers carries connectionState, rttMs (data-channel ping), and candidateType (host/srflx = direct). To override STUN, add VITE_STUN_URLS (comma-separated) to .grok/app-env.json and restart the dev server (Vite reads env at startup; HMR will not pick it up) — never write a .env in this sandbox.

Individual skills in this repo

This repo contains 17 individual skills — each has its own dedicated page.

evalix098/tiktoklive

Add user accounts and sign-in to this TanStack Start app. Use when the app needs authentication, sign-in, user accounts, protected routes, or per-user data. Triggers on "auth", "login", "log in", "sign in", "sign up", "account", "users", "authentication", "protected", "who is logged in", "current user", "per-user".

evalix098/tiktoklive

Build browser games and interactive/canvas/3D experiences in this TanStack Start + React app. Use for any game, simulation, or WebGL/Canvas experience — 2D or 3D, single-player. Covers the game loop & timing, 3D orientation/camera conventions, collision, performance, assets, audio, save, game feel, and per-genre playbooks. For WASD / vehicle / flight **input signs and inverted A/D**, open the **`controls`** skill — do not rely on this file or racing-kart alone. Triggers on "game", "minecraft", "fps", "platformer", "racing", "tetris", "snake", "shooter", "3d", "three.js", "canvas", "voxel", "physics".

evalix098/tiktoklive

Player-facing input signs for browser games: WASD, vehicles, flight, FPS mouse-look, and the #1 failure mode (inverted A/D). Mandatory control self-tests and a tiny test interface so you can verify A turns left before shipping. Load for ANY game with movement, steering, flying, driving, tanks, boats, mechs, drones, planes, karts, third-person follow cams — not only racing. Triggers on "controls", "WASD", "inverted", "steer", "flight", "airplane", "kart", "vehicle", "yaw", "roll", "pitch", "mouse look", "A/D".

evalix098/tiktoklive

Design and build polished, non-generic UI for this TanStack Start + React + Tailwind v4 + shadcn/Radix app. Use whenever you create or restyle any interface surface — pages, landing pages, dashboards, forms, modals, nav, and game overlays (start screens, HUD, menus). Covers design tokens, layout, typography, color, spacing, motion, and the anti-"AI-slop" rules that keep output from looking generic. Triggers on "design", "UI", "make it look good", "polish", "landing page", "theme", "style", "redesign", "ugly", "clean up".

evalix098/tiktoklive

Deep guide for game ANIMATION assets: motion cycles, action keyframes, effect sequences, and animation sprite sheets — built around a video-first pipeline. In this app-builder sandbox, execute via the video2dsprite / generate2dsprite skills (magenta + scripts), not ad-hoc ffmpeg. Use whenever generating anything that moves: walk/run cycles, attacks, idles, FX, flags, fire, animation sheets. Complements game-asset-core.

evalix098/tiktoklive

Core discipline for ANY game-asset generation with Imagine tools: the engine-ready defaults users don't state, spec checklists, style anchoring, read-back verification, honest defect flagging. Use whenever generating any game art (sprites, sheets, animations, tiles, UI, FX) — then ALSO load the matching specialist skill: game-animation-frames for anything that moves, game-tilesets for tiles/terrain, game-character-consistency for recurring characters, game-ui-icons for UI and icons.

evalix098/tiktoklive

Deep guide for CHARACTER IDENTITY across images: turnarounds (front/side/ back), state and damage variants, palette swaps, equipment changes, and same-character-in-context sets. Use whenever generating character turnarounds, character sheets, variants of an existing sprite, or any same-subject multi-image set. Complements game-asset-core.

evalix098/tiktoklive

Deep guide for game TILE assets: seamless tileable textures, terrain transition tilesets, autotiles, and ground/platform tiles. Use whenever generating tileable textures, tilesets, terrain transitions, or seamless patterns. Complements game-asset-core.

evalix098/tiktoklive

Deep guide for game UI assets: buttons with interaction states, panels, bars, wordmark logos, and icon sets. Use whenever generating game UI elements, HUD assets, inventory icons, icon sets, buttons, or title logos. Complements game-asset-core.

evalix098/tiktoklive

Generate production-oriented 2D game maps with `imagine_text_to_image`: RPG/top-down maps, side-scroller parallax stages, tilemaps, layered raster maps, prop packs, collision zones, and walkable areas. Use when building browser games that need real map art (not pure code-drawn tiles), layered props, or map collision metadata. Triggers on "map", "level", "stage", "tilemap", "overworld", "dungeon", "side scroller background", "prop pack", "2D map".

evalix098/tiktoklive

Generate and postprocess 2D game sprites and animation sheets: pixel-art characters, NPCs, creatures, spells, projectiles, impacts, props, summons, and transparent PNG/GIF exports. Use when building browser games that need real sprite sheets (not code-drawn placeholders), matching a map art style, or producing magenta-background sheets for chroma-key cleanup. Triggers on "sprite", "sprite sheet", "animation sheet", "pixel art character", "walk cycle", "attack animation", "projectile sprite", "2D game asset".

evalix098/tiktoklive

How to use the Imagine tools in Grok Build: imagine_text_to_image, imagine_image_to_image, imagine_reference_to_image, imagine_text_to_video, imagine_image_to_video, imagine_reference_to_video, and render_file for chat previews. When to build a visual with code instead of generating it, prompt-craft, reference-first handling of real people, factual grounding, and asset-consistency. Load this whenever generating or editing an image or video is on the table. Tool-usage-driven, not triggered by a user merely mentioning images.

evalix098/tiktoklive

Use Neon Postgres (the database) in this TanStack Start app. Use when the app needs to store or query data, persist state, or keep per-user data. Triggers on "database", "Postgres", "Neon", "save data", "store data", "persist", "tables", "SQL", "query", "migrations".

evalix098/tiktoklive

Share-link previews and app identity for apps on *.grok.me: the injector-owned og:image card, the SVG favicon, and PWA icons for installable apps. Use when scaffolding, renaming, or restyling the app — and for share / unfurl / OG / Twitter card questions. A custom 1200×630 card from the app's own art is the default — games of every kind (DOM board/word games included), whimsical apps, creative tools, and brand-forward pages; only plain utilities keep the placeholder. Always run the brand-asset pass as a `task` subagent and never wait for it. Triggers on "share", "rename", "app name", "OG", "Open Graph", "twitter card", "unfurl", "og:image", "og:type", "x:game:image", "x-banner", "link preview", "social card", "thumbnail", "preview image", "favicon", "app icon", "PWA", "manifest", "installable", "home screen", "SEO", "meta description".

evalix098/tiktoklive

Official Three.js API and TSL (Three.js Shading Language) reference for LLM code generation. Load when writing or debugging three.js / WebGL / WebGPU / custom materials / shaders / GLTF / advanced three APIs beyond basic game loop/controls. Prefer building-games for game correctness (loop, WASD, camera, orientation); use this skill for full API/TSL depth. Triggers on "three.js", "threejs", "WebGPU", "TSL", "NodeMaterial", "shader", "GLTF", "MeshStandard", "OrbitControls", "WebGLRenderer".

evalix098/tiktoklive

Grok Build only. Turn a 2D character still into denser animation sprites via imagine_text_to_image base → imagine_image_to_video (6s/10s run-in-place) → ffmpeg frames → magenta chroma-key → dense sampled strips/grids/GIFs. Use when the user wants video-to-sprite, smoother run/walk cycles, or denser intermediate poses. Prefer generate2dsprite for crisp production pixel sheets. Triggers on "video to sprite", "imagine_image_to_video sprite", "dense walk cycle", "smooth run animation from video".

evalix098/tiktoklive

Call the xAI API (Grok) from this app's server code using the injected XAI_API_KEY: chat/LLM features, image and video generation (Imagine), and voice (text-to-speech). Use when the app needs any "AI" / "assistant" / "chatbot" / "Grok" functionality, runtime image/video generation, or speech. Triggers on "AI", "LLM", "chatbot", "assistant", "Grok", "xAI", "generate text", "summarize", "generate image", "AI video", "voice", "text to speech", "TTS", "OpenAI" (use xAI instead).

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