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Kepez Belediye Antalya: Squad, Stats & Achievements in TFF 3. Lig

Kepez Belediye Antalya: A Comprehensive Guide for Sports Bettors

Overview / Introduction about the Team

Kepez Belediye Antalya is a professional football team based in Antalya, Turkey. Competing in the Turkish Regional Amateur League, the team was founded in 1994 and is currently managed by Coach Mehmet Yılmaz. Known for their dynamic playstyle and strategic formations, Kepez Belediye Antalya offers an exciting prospect for sports betting enthusiasts.

Team History and Achievements

Over the years, Kepez Belediye Antalya has built a solid reputation in regional football. Notable achievements include winning the Antalya Regional League three times and consistently finishing in the top four positions. The team’s standout season was 2017-2018, where they secured a league title and several individual awards.

Current Squad and Key Players

The squad boasts several key players who are instrumental to their success:

  • Murat Can: Striker known for his goal-scoring prowess.
  • Emin Kaya: Midfielder with exceptional playmaking skills.
  • Deniz Yılmaz: Defender renowned for his tactical awareness.

Team Playing Style and Tactics

The team primarily uses a 4-3-3 formation, focusing on high pressing and quick transitions. Their strengths lie in their offensive capabilities and teamwork, while weaknesses include occasional lapses in defensive organization.

Interesting Facts and Unique Traits

Nicknamed “The Eagles of Antalya,” Kepez Belediye Antalya has a passionate fanbase known as “Eagles United.” They have fierce rivalries with local teams such as Manavgat Belediyespor. Traditionally, fans gather at local cafes to watch matches together, fostering a strong community spirit.

Lists & Rankings of Players, Stats, or Performance Metrics

  • ✅ Top Scorer: Murat Can – 15 goals this season.
  • ❌ Defensive Errors: Increased by 20% this season.
  • 🎰 Key Matchup: Upcoming game against Manavgat Belediyespor.
  • 💡 Player to Watch: Emin Kaya – Rising star with increasing influence on games.

Comparisons with Other Teams in the League or Division

Compared to other teams like Manavgat Belediyespor, Kepez Belediye Antalya excels in offensive strategies but needs improvement in defensive stability. Their aggressive playstyle often leads to high-scoring matches, making them an intriguing option for bettors looking for over/under opportunities.

Case Studies or Notable Matches

A breakthrough game was their victory against Gazipasa Spor last season, where they won 4-1 thanks to a stunning hat-trick by Murat Can. This match highlighted their offensive strength and ability to perform under pressure.


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Team Stats Summary
Metric Last Season This Season (to date)
Total Goals Scored 45 30
Total Goals Conceded 28 22
Last Five Matches Form (W-D-L) – – – – – – – – – –
Head-to-Head Record vs Manavgat Belediyespor:
Total Games Played: Last Five Meetings: Odds Win/Loss/Draw:
Data assumed here…
Odds Summary:
Odds Win: Odds Draw: Odds Loss:</thebenjaminleroy/BlenderMandelbulb= `3.0`) if you want to build from source
* G++ compiler if you want to build from source

### Installing from Blender Add-ons Manager

The easiest way is probably using the add-ons manager built into Blender:

* Go to **File > User Preferences > Add-ons**.
* Search for *RFPT_3D*
* Click **Install** on the first result.
* Activate it by checking its checkbox.
* Close preferences window.

### Installing from source

Clone repository:

git clone https://github.com/benjaminleroy/RFPT_3D.git
cd RFPT_3D

Build using CMake:

mkdir build && cd build
cmake .. && make

This will generate an archive file called `RFPT_3D.zip` containing all necessary files.
Copy it into your Blender installation directory (`~/.config/blender//scripts/addons`).

Then activate it as described above.

## Usage

Once activated you should see new panels appear when selecting an object:

![Object properties](doc/object_properties.png)

You can now render your fractal scene using **Render > Render Image** menu command or pressing F12 key.
You can also use **Render > Render Animation** menu command or pressing Ctrl+F12 key.

## Example scenes

![Example scene](doc/example_scene.png)

## License

Copyright (c) Benjamin Leroy ([email protected])

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE,
ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.<|file_sep#version GLSL_VERSION_STRING

uniform vec4 color;
uniform float opacity;

out vec4 fragColor;

void main() {
fragColor = color;
fragColor.a *= opacity;
}#include “shader.hpp”

#include “utils.hpp”
#include “logger.hpp”

#include “glad/glad.h”

namespace rfpt {

Shader::Shader(const std::string& filename) :
m_id(0)
{
try {
std::vector& lines = utils::loadFile(filename);
std::string shaderSource = “”;

for(std::size_t i = 0; i != lines.size(); ++i) {
shaderSource += lines[i];
if(i != lines.size() -1)
shaderSource += ‘n’;
}

m_id = glCreateShader(GL_FRAGMENT_SHADER);

const char* shaderCStr = shaderSource.c_str();
glShaderSource(m_id ,1,&shaderCStr,nullptr);
glCompileShader(m_id);

GLint result;
glGetShaderiv(m_id,GL_COMPILE_STATUS,&result);

if(result == GL_FALSE) {
GLint length;
glGetShaderiv(m_id,GL_INFO_LOG_LENGTH,&length);

std::vector& errorLog(length+1);
glGetShaderInfoLog(m_id,length,nullptr,errorLog.data());

LOG_ERROR(“Error compiling shader {}:n{}”,filename,errorLog.data());
throw std::runtime_error(“Error compiling shader”);
}
} catch(std::exception& e) {
LOG_ERROR(“Exception caught during shader creation”);
throw e;
}
}

void Shader::use() const {
glUseProgram(m_id);
}

void Shader::setUniform(const std::string& name,const glm::vec4& value) const {
glUniform4fv(glGetUniformLocation(m_id,name.c_str()),1,value.value_ptr());
}

void Shader::setUniform(const std::string& name,const glm::vec3& value) const {
glUniform3fv(glGetUniformLocation(m_id,name.c_str()),1,value.value_ptr());
}

void Shader::setUniform(const std::string& name,const glm::mat4x4& value) const {
glUniformMatrix4fv(glGetUniformLocation(m_id,name.c_str()),1,GL_FALSE,value.value_ptr());
//glUniformMatrix4fv(glGetUniformLocation(m_id,name.c_str()),1,GL_TRUE,value.value_ptr());
}

void Shader::~Shader() {
glDeleteShader(m_id);
m_id = NULL;
}

} /* namespace rfpt */
<|file_sep[Window][Debug]
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Size=4000,3000
Collapsed=0

[Window][Settings]
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Size=1336,1055
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[Window][Lighting]
Pos=60,-10
Size=404,109
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[Window][Camera]
Pos=60,-10
Size=303,119
Collapsed=0

[Window][Fractal]
Pos=60,-10
Size=416,116
Collapsed=0

[Window][Scene]
Pos=-59,-6
Size=1405,1166
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[Window][Scene hierarchy]
Pos=-11,-19
Size=1127,1215
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benjaminleroy/RFPT_3D& /dev/null || { echo “33[31mPlease set BLENDER_VERSION environment variable33[m”; exit; }
endif

check_dir :
ifndef SRC_DIR
make –no-print-directory false >& /dev/null || { echo “33[31mPlease set SRC_DIR environment variable33[m”; exit; }
endif

check_glsl :
ifndef BUILD_GLSL_SCRIPTS
make –no-print-directory false >& /dev/null || { echo “33[31mPlease set BUILD_GLSL_SCRIPTS environment variable33[m”; exit; }
endif

check_cmake :
ifndef BUILD_CMAKE_PROJECT
make –no-print-directory false >& /dev/null || { echo “33[31mPlease set BUILD_CMAKE_PROJECT environment variable33[m”; exit; }
endif

# ——————— Build rules ——————————

# Debug rules #

debug_install : debug install

debug_obj_files : $(OBJ_FILES)

$(BUILD_DIR)/%.o : %.cpp | $(BUILD_DIR)
g++ $(LIBRARIES_FLAGS) $^ -c -o $@
`sdl-config –cflags`
`pkg-config –cflags opengl`
`-I./src`
`-I./glew/include`
`-I./glfw/include`
`-I./assimp/include`
`-I./stb/include`
`-I/usr/local/include/freetype2`
`-I/usr/local/opt/jpeg/include`
`-I/usr/local/opt/png/include`
`-I/usr/local/opt/tiff/include`
`-I/usr/local/opt/webp/include`
`-I/usr/local/opt/zlib/include`
`/usr/local/cuda/targets/x86_64-linux/include/nvrtc-builtins.h:/usr/local/cuda/targets/x86_64-linux/include/nvrtc.h:/usr/local/cuda/targets/x86_64-linux/include/cuda_runtime_api.h:/usr/local/cuda/targets/x86_64-linux/include/host_defines.h:/usr/local/cuda/targets/x86_64-linux/include/builtin_types.h:/usr/local/cuda/targets/x86_64-linux/include/device_types.h:/usr/local/cuda/targets/x86_64-linux/include/host_defines.h:/usr/local/cuda/targets/x86_64-linux/include/surface_types.h:/usr/local/cuda/targets/x86_64-linux/include/vector_types.h:/usr/local/cuda/targets/x86_64-linux/stubs/generated_include/host_defines.stub.o:-isystem/usr/local/cuda/targets/x86_64-linux/stubs/generated_include/:${PWD}/src:${PWD}/glew:${PWD}/glfw:${PWD}/assimp:${PWD}/stb:${PWD}/jpeg:${PWD}/png:${PWD}/tiff:${PWD}/webpmux:${PWD}/webpdemux:${PWD}/webp:${PWD}/zlib:-isystem/usr/X11R6:$^ @boost_headers@ @cuda_headers@ @cuda_libdir@ @cuda_arch_flags@ @cuda_toolkit_libdir@ @cuda_toolkit_includedir@ @eigen_headers@ @fftw_headers@ ${LIBRARIES_PATHS}`
`-L.`
`-L./glew/libs/${BUILD_TYPE}`
`-L./glfw/libs/${BUILD_TYPE}`
`-L./assimp/libs/${BUILD_TYPE}`
`-L./stb/libs/${BUILD_TYPE}`
`/opt/homebrew/lib/:${LIBRARY_PATH}`
`${LD_LIBRARY_PATH}`
${BOOST_LIBPATH} ${CUDA_LIBPATH} ${EIGEN_LIBPATH} ${FFTW_LIBPATH} ${LIBRARY_PATH} ${LD_LIBRARY_PATH} ${PKG_CONFIG_LIBDIR}
${LIBRARIES}

# Release rules #

release_install : release install

release_obj_files : OBJ_FILES_RELEASE

$(BUILD_DIR_RELEASE)/%.o : %.cpp | $(BUILD_DIR_RELEASE)
g++ $(LIBRARIES_FLAGS_RELEASE) $^ -c -o $@
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