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[FOR SALE] Chalk Rivals - Elite Multiplayer 3D Billiards Engine


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Chalk Rivals – Elite Multiplayer 3D Billiards System: Full source code & IP sale.

Live: www.rs-gaming.com
Full source code and IP for sale.

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WHAT YOU GET
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Chalk Rivals is a complete, live multiplayer billiards platform in the browser. It has four games, real-time online matches, ratings, a cosmetics store with real payments (Stripe checkout & webhooks have been setup and are optional), staff tools and a polished landing page. It runs on phones, tablets and desktops from one codebase. We strongly believe we have created the best physics engine and multiplayer modern pool product in comparison to any current new & long standing releases. We haven't gone blindly into this project, we rigorously referenced and demo'd several top of the niche titles, assessed where their product had a gameplay flaw and what worked great. I would say ~70% of the physics was indeed mostly referenced from (www.flyordie.com) a long standing multi-game website for over 20 years that has although one of the least modern engines, it has the best physics for a virtual pool game where a players skill can direct their play rather than realism taking over too frequently. You'll see we've still blended the realistic nature of billiards and ball movements in deeply and that was the hardest part that we believe we have achieved.

• 8-Ball, 9-Ball, Snooker and Quick Snooker
• Online rated and casual matches, plus practice and two players on one device locally
• Accounts (username, email, password) and one-tap guest play
• Lobby chat, private messages, challenges, spectating, table chat and rematches
• Cosmetics store: 435 items, 29 sets, 29 achievements, Stripe payments
• Levels, XP, profiles, match history and leaderboards with rank balls and a #1 crown
• Full staff system: roles, bans, mutes, reports and a moderation log
• Mobile-first touch controls, ready for an iOS/Android app wrapper
• No pay to win elements. This product includes an extensive cosmetics store that is highly editable to generate revenue. No assistance to a users gameplay can be purchased and taking any other direction we believe would significantly harm this products ability to distribute and accrue users far and wide. This decision is at the purchasers discretion and only an advisory.

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GAMEPLAY
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• Physics modelled through research and gameplay from other popular billiard titles: cue ball spin (top, back, side), cue elevation, cushion and pocket behaviour, and cue movement
• Full rule sets: 8-Ball group table (Stripes & Solids); 9-Ball lowest ball first, push-out and three-foul rule; Snooker reds and colours, free ball, play-again and re-spotted black
• Optional Pro rules (call the ball and the pocket)
• 45-second shot clock; three time-outs in a row concede
• No aiming lines or geometry aids anywhere, so there's nothing to exploit
• Instant replay of the last shot

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TECHNICAL BREAKDOWN
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Architecture
• PHP 8 + MySQL/MariaDB website and API, plus a Node.js WebSocket match server run under pm2
• The server is in charge: every shot is simulated and every rule decided on the server, in worker threads (one per game), so clients can't cheat
• The client predicts the cue ball's first movement so a shot feels instant, then blends smoothly into the server's result
• Signed, time-limited passes (HMAC) link the website to the match server. Results and staff actions go back over signed calls
• Each match result carries a unique reference, so a retried call can never move ratings twice
• The database builds and upgrades itself automatically on the first page load

Netcode and matches
• Live aim streaming, so you watch your opponent line up the shot in real time
• Ordered events with gap detection and automatic resync; reconnect mid-match without losing your seat
• Tables are saved to disk and restored after a server restart
• Disconnected players forfeit after a grace period. A match where nobody has played a shot closes with no result
• Challenge system: the invite shows the rules, there's a 60-second countdown, the table only opens once accepted, and the first break is random (then it alternates)

Rendering
• three.js renderer with physically based materials, soft shadows, an environment-lit room and wall art
• Graphics levels (High / Balanced / Low) plus an Auto mode that watches the frame rate and lowers resolution, then detail, then locks to a steady 30fps
• Shaders and textures are prepared during loading, so turning the camera never stutters
• Shadows are only redrawn when something that casts one moves
• If the phone shuts down 3D graphics, the table rebuilds itself and play carries on; a 2D canvas version takes over if 3D isn't available
• Realtime elite cameras: cue view, 3D overview, top-down 2D and a free view camera

Mobile
• One-finger aim and stroke, two-finger pinch zoom, slide and elevation
• Layouts sized for 320px phones up to large desktops, portrait and landscape
• Text selection, long-press menus and other accidental touch actions are blocked on the table

Ratings and progression
• Elo-style ratings: new players move faster and top ratings settle
• A daily cap stops the same two players farming each other
• Rank balls by rating band, per game, with a crown for the #1 player
• XP, levels with unlocks, and long-running achievements that award cosmetics

Store and payments
• Billiard Coins sold through Stripe Checkout, with signed webhooks
• Every coin movement is recorded in a ledger; payments are credited exactly once and refunds handled safely
• Cosmetic slots: cues, cloths, table frames, pockets, sights, rooms, chalk, avatars, frames, banners, name styles and titles
• Cosmetic art is generated in code: 355 procedural looks (wood grain, damascus steel, marble, carbon weave, filigree and more), baked to WebP and photographed by the game's own 3D renderer

Security
• Argon2id password hashing, CSRF protection and Origin checks on every change, rate limits on sign-in and chat, and remember-me tokens that rotate on use
• Prepared statements throughout; all output escaped
• Role-based staff permissions (owner, admin, mod), with mods limited to 7-day actions and unable to override an admin's decision

Build and delivery
• esbuild bundles, minified and obfuscated for production
• Assets cache-busted by file version; works behind Varnish and nginx (CloudPanel)

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THE SALE
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• Full source code (site, match server, build tools) and all IP.
• Price: To be discussed.
• Domain: Where the project is currently hosted is for project work only. We've secured (www.chalkrivals.com) to be included in the sale optionally.
• Handover help with installation is included.

Optional services after purchase, depending on demand and at an additional cost if accepted: Google Play and iOS store builds with Capacitor wrapper, new billiard games, more rules, more cosmetics, achievements and/or UX rebuilds.

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AI Disclosure Notice
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Chalk Rivals is a custom built unique engine made with human code throughout most of it's implementation - by most, this was limited to our final pass after already implemented security as well as testing UX through different device viewports not at our disposal. Although all cosmetics are generated in code or rendered by the game's own 3D engine - this is not the case for "Chalk Rivals" branded logo and the virtual in-game currency asset (Billiard Coins). All other arts across the site and engine are as above, generated or rendered by the game's own 3D engine.

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Chalk Rivals engine is for a singular full source code and IP sale. We do not believe in individually licensing this product due to the niche and near identical comparison it will create if distributed and published by several developers.

Contact:
- Directly through MWG
- Discord (#atlantiswolfosity)
- [email protected] / [email protected]

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