6/22/2023 0 Comments Better quake engines![]() ![]() 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. 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. So when you play a single-player game of Quake, the client portion of your engine communicates with the server portion. ![]() 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). If they're in the same file, then when you run the engine, the server always runs. Depending on the engine, the client and server can be in the same file, or can be separate. Quake engines operate on a client-server model. A "source port" would technically be a port of a Quake engine to another architecture like Linux or a console. "Client" is a correct yet overly technical title unless you are talking about a QuakeWorld client. Other common names are "client" or "source port". 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). 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. ![]() Quake engine or just engine) is the 'executable' program you run to actually play Quake. ![]()
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