8Ball Multiplayer Kit(Deterministic physics)
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This billiards project developed a custom deterministic physics system from scratch and developed a multiplayer module using Unity multiplayer services and Netcode for Gameobjects.8 Ball Multiplayer Billiards Template is a complete Unity starter project for building a polished 8-ball pool game. It includes playable VS AI and online 1v1 modes, deterministic billiards physics, cue aiming, spin control, ball-in-hand handling, match flow, UI panels, table/ball assets, and configurable gameplay tuning.The template is designed for developers who want more than a visual prototype. Core gameplay systems are already separated into physics, rules, AI, networking, UI, and configuration modules, making it easier to customize the table feel, expand game modes, reskin the interface, or integrate the project into a larger product.This template uses Unity Multiplayer Services and Netcode for GameObjects , so it can run without any third-party networking libraries.Because the physics is deterministic, the game only needs to synchronize the cue shot data.This also makes it easy to rewrite the multiplayer logic for another networking engine if needed.Included systems:Deterministic fixed-point billiards simulation using custom Fix64 mathCustom DeterministicBilliardsWorld for shot simulation, collision resolution, pocket events, snapshots, and state hashingConfigurable physics parameters through DefaultBilliardGameConfig8-ball match state, foul handling, turn switching, ball-in-hand, group assignment, and win resolutionAI shot planner with Low, Medium, and High difficulty profilesOnline 1v1 flow using Unity Services sessions, Relay-backed networking, anonymous sign-in, and Netcode custom messagesLocal aim, remote aim sync, shot authorization, shot prediction, and authoritative shot result handlingUI panels for login, main gameplay, aiming/spin, pause, loading, and resultsPrefabs, materials, ball textures, table visuals, shaders, and UI texturesEditMode tests covering deterministic physics, rules, AI planning, online validation, and runtime configurationOnline mode requires a linked Unity Cloud Project with the relevant Unity Gaming Services enabled and configured. No dedicated server is included; the project uses client-hosted online matches through Unity Services and Relay.AI Usage & Human Value-Add DisclosureCode & Systems: GitHub Copilot was heavily utilized to accelerate the coding process and implement boilerplate scripts. However, all software architectures, game design patterns, system integrations, and logic flows were strictly conceived and designed manually by our human developer. Every line of AI-generated code has been manually reviewed, refactored for performance (e.g., minimizing GC Alloc), and validated within Unity to ensure long-term stability.Art & Textures: GPT Image/AI tools were used to generate base concepts for specific textures (e.g., ui elements and ball surface patterns). Marketing Media: AI tools were also used to create promotional banners and store page visual materials.


