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Editing Engines

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===Client-server model===
 
===Client-server model===
Quake engines operate on a client-server model. Depending on the engine, the client and server can be in the same file, or can be separate.
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Quake engines operate on a client-server model. The client and server are normally both in the same file. When you run the engine, the server always runs. The client normally runs, too, unless you did something special to launch the engine in a server-only mode (e.g., for other people to connect to for playing over a network). So when you play a single-player game of Quake, the client portion of your engine communicates with the server portion. When you play a multiplayer game over a network, the client portion of your engine instead communicates with a remote server, which naturally will be subject to speed limits and delays inherent in the network.
 
 
If they're in the same file, then when you run the engine, the server always runs. The client normally runs, too, unless you did something special to launch the engine in a server-only mode (e.g., for other people to connect to for playing over a network). So when you play a single-player game of Quake, the client portion of your engine communicates with the server portion. When you play a multiplayer game over a network, the client portion of your engine instead communicates with a remote server, which naturally will be subject to speed limits and delays inherent in the network.
 
 
 
If they're separate programs, then you only run the client, and you tell it where a server is running that you want to connect to. A [[server browser]] can help you locate servers where you can join a game and play with other people.
 
  
 
===Networking and graphics===
 
===Networking and graphics===

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