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The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console.

All the posts I found on the internet were involving the render part. I'm not stupid, I know I should not take in consideration that part but then which type of loop should I use? (fixedtimestep, semi-fixed). My game functionality would resemble League Of Legends or Dota 2 functionality.

Actual questions:

1.What is the server functionality for this type of game?

2.What does the game loop look like?

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.

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Related: gamedev.stackexchange.com/questions/46023/… –  Byte56 Jun 21 '13 at 14:39
    
I don't know if i understood this right but i think he uses dynamic time-step there. –  Romeo Jun 21 '13 at 14:43
    
The OP is using a variable time-step. However, the answers recommend a fixed or semi-fixed time-step. See also this question: gamedev.stackexchange.com/questions/12347/… –  Byte56 Jun 21 '13 at 15:10
    
Let's say i use deWiTTERS game loop. How can i get the tick count in Java ( GetTickCount() ). –  Romeo Jun 21 '13 at 15:18
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Just a side note: anything involving physics is almost always more stable using a fixed time step, especially with inexpensive integrators and double-especially if any springs are involved. –  Patrick Hughes Jun 21 '13 at 17:23
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