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There are sockets to do network communication. In Windows it is called…believe it or not… WinSock. :) Anyway, you’ll want to use a connection-based system, using TCP for the transport layer (versus, say, UDP). This is because TCP ensures delivery through the use of a sliding window and error correction, where UDP does not. A basic TCP WinSock app is at: ...


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This is all very game specific, but in general: Unless you're doing fixed timestep synchronized simulation like in fighting games where each frame is extremely important, there's no reason to synchronize clocks or state exactly between server and client. The client just needs to see something that's good enough for them to understand what's happening. The ...


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