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    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
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      Discord https://discord.gg/zXpY29V or drcrack#4575
    • By Francisco Tufr
      Hi everyone! I'm currently working on a series of books about 2D Shader Development.

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      I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

      This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

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    • By vividgamer
      I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
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      Thanks in advance for your time reading a newbie
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Unity How to simulate pressure with particles?

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I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem:

- The goal is to fill a constantly changing 2d space/void with small, frictionless spheres. The game is trying to simulate the ever-growing pressure of more objects being shoved into this space.

- The level itself is constantly scrolling from left to right, meaning if the space's dimensions are not changed by

the user it will automatically get smaller (the leftmost part of the space will continually scroll off-screen).
I'm wondering what some approaches are that I can take to tackling these problems...

1. Knowing when to detect when there is space to fill and then add spheres to the space.
2. Removing spheres from the space when it is shrinking.
3. Strategies to simulate pressure on the spheres such that they "explode outwards" when more space is created.

The current approach I am contemplating is using a constantly moving wall, that is off screen and moves with the screen, as the attached image illustrates.

This moving wall will push and trap the spheres into the space. As for adding new spheres, I was going to have either (1) spheres replicate themselves upon detecting free space, OR (2) spawn them at the left side of the space (where the wall is) - pushing the rest of the spheres to fill the space. I foresee problems with idea #1 because this likely wouldn't really create/simulate pressure; idea #2 seems more promising, but raises the question of how to provide a location for these new sphere particles to spawn (and the ramifications of spawning them when there IS no space).

Thanks so much in advance for your wisdom!

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Take a look at http://en.wikipedia.org/wiki/Coulomb_law (coulomb's law). It is used in http://en.wikipedia....ce-based_layout (Force-based graph drawing).

You can use coulomb's law between all the particles, and then they will repel each other.
More particles will give more tension or pressure. Edited by Lars-Kristian

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Pressure can be seen as the sum total of all the particles colliding with the container's walls over a period of time. If you're looking to go the realistic route you could give all your particles an initial kinetic energy based on the temperature of the fluid you're simulating, and if you use elastic collisions you should find that as you decrease the volume there are more particle collisions per second.

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I would go woth a dynamic vector.fiekd where its a vector field that details pressure differential with direction and magnitude. the origins of each vector would be laid out as a grid.

To calculate the vector flow fiekd id have the same sort of grid but this one would be a scalar field that sources its values from the scene. Then calculate the flow vectors.'technically a tensor field' and it's done

typos phone and some body probably already said this.

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