

A client receives the current world state from the server and generates video and audio output based on these updates. The client and server communicate with each other by sending small data packets at a high frequency (usually 20 to 30 packets per second).

A client is a player's computer connected to a game server. Usually a server is a dedicated host that runs the game and is authoritative about world simulation, game rules, and player input processing.

Multiplayer games based on the Source Engine use a Client-Server networking architecture.
