3D Networking trials.

Hello JGO, it’s been a while since I’ve made a post here :3

Last night I created a trial 3D networking app, it’s laid out like so:


     [server]
    |        |
[client] [client]

Everything seemed fine until I decided to start taking in players “Coordinate packets” (line containing x, y, x & ID) and shipping them to another player:


	public void sendPosition(Player p) {
		p.session.writeObject(~[Client[" + id + "]: packed-location: "+x+", "+y+", "+z+"]~);
	}

Issues:
Looks like severe lag. (Player movements are super jittery)
If the players x or z is updated, occasionally the y value will go crazy? [color=black](X & Y != z so why’s the z value being updated client sided?)[/color]

Features relative to this post:
Each player is represented in the game world by a box.
Both players render properly @ their x, y, z in the game world.

Questions:
Is the reason for the lag because I’m sending strings instead of another data type?

Notes:
Stream types are both ObjectStreams (ObjectInputStream -> ObjectOutputStream)
Thanks for any feedback guys =D