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That's basically the gist of it, though you'll want to keep sending out packets on both ends regardless of what's received in case of lag. Gaffer has some good info on the topic of networking games.


When handling games with a fixed time step, which is what you would need to simulate a physics system, it is best not to go with the system Timer as it is not as precise as other methods (even though the difference is small). Here is an example of how you might go about running a game loop that iterates 60 times a second. public void run() { double ns = ...

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