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Editing Engines

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==Overview==
 
==Overview==
 
The '''game engine''' (a.k.a. '''Quake engine''' or just '''engine''') is the 'executable' program you run to actually play Quake. It loads the game's maps/models/skins/etc., figures out what to draw on the screen, responds to your keyboard/mouse input, sends sounds to your sound device, and communicates over the network. The game engine normally resides in the root Quake folder and expects to have access to the ID1 subfolder which contains, at the very least, the files needed to play Episode 1 (normally ''pak0.pak'').
 
The '''game engine''' (a.k.a. '''Quake engine''' or just '''engine''') is the 'executable' program you run to actually play Quake. It loads the game's maps/models/skins/etc., figures out what to draw on the screen, responds to your keyboard/mouse input, sends sounds to your sound device, and communicates over the network. The game engine normally resides in the root Quake folder and expects to have access to the ID1 subfolder which contains, at the very least, the files needed to play Episode 1 (normally ''pak0.pak'').
 
Other common names are "client" or "source port". "Client" is a correct yet overly technical title unless you are talking about a [[QuakeWorld]] client. A "source port" would technically be a port of a Quake engine to another architecture like Linux or a console.
 
  
 
===Client-server model===
 
===Client-server model===

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