I've made simple $N$-body gravity simulations as a programming and physics exercise in the past. But they've never accounted for speed-of-light time delay.
The way I'm thinking about this is illustrated by an example: If I have two stars, A and B, that orbit each other at say 10 light minutes distance, but my time-step in the simulation is 1 minute. So for star A, when computing the force acting on it from B, it should use the position of B from 10 steps ago (10 light minutes, 1 minute time step) rather than it's current position. And the reverse for star B's perspective.
Is this even the right way to think about this? Or is there a modification of the numerical solution to the gravity equations that would be more accurate? Would have to code all previous positions for each entity?
I've also had the thought that if the timestep is on the order of D/c where D is total size of the simulation then the timestep is the same as the time delay and I guess the problem would just wash out.