I know KryoNet, and have used it multiple times for my stuff
My problem is this though: Running cycles, lets say you have a tiled world. Lets say that moving one square takes two cycles. Running one square takes one. So walking one square in cycle 1, will end in cycle 3. How do I know not to process movement on the server-side for cycle 2? A boolean? Do they need to be synced exactly? If not, will the client not just spam the server completely? What if I want flying as well, that takes half a cycle to go one square - How do you come around these things? Mostly, my confusion is about the consistent flow of packets, and syncing it. A character should be walking fluently from tile to tile, in the same pace as packets are rechieved. Not jump to the tile quickly, and wait for the next packet. Do you just do that… approximately?
Sorry for my sloppy english, and writing tonight. I hope you didn’t miss my point 