Voidshot

OffiziellTeil von games

caputchin/games/voidshot

Pilot your drone through a neon swarm and clear every wave before your shield burns out.

  • Arcade
  • Shooter

Live-Vorschau

Spielvorschau wird geladen…

Vorschau-Presets

Probier das Spiel mit den verschiedenen Presets, die der Autor deklariert hat. Ein Preset zu wechseln lädt das Spiel neu, damit der neue Wert beim Mounten greift.

Passe dieses Spiel auf bezahlten Plänen weiter an
  • Configs pro Site-Key überschreibenSolo+
  • Erweiterte SprachpaketeAlpha+
  • Eigene Spiel-SkinsAlpha+
  • Widget-Shell als White-LabelApex

From the project README

Fetched live from GitHub via jsDelivr

Voidshot

Pilot your drone through a neon swarm and clear every wave before your shield burns out. A Caputchin first-party captcha game, built on the rapier3d physics engine (the deterministic simulation) and OGL (a featherweight WebGL renderer).

Voidshot is a cursor-piloted arena survival shooter: move the drone toward the cursor and the guns aim and fire automatically, so it is fully playable with the mouse alone, by touch (drag), or by keyboard. Clear the seeded waves to pass.

How it proves you are human

Caputchin verifies a round by re-running the simulation on the server. Your browser records an opaque input trace while you play; the server re-executes the exact same simulation over that trace, under a seed it derives itself, and trusts only the replayed result. A trace that did not really clear the waves replays to a failure, and a trace recorded under one seed does not pass under another. The score is never reported by the client.

Architecture (one wasm, both ends)

The whole game is a Lane-2 integration: a deterministic Rust simulation that is the server run, plus a separate browser renderer that never reaches the server.

  • The simulation (src/*.rs) is rapier3d plus the game logic, compiled to a single clean wasm32-unknown-unknown module with no wasm-bindgen and no imports. It exports two C ABIs over the same code:
    • cap_alloc / cap_run: the one-shot replay the server isolate calls (emitted by caputchin-replay-rs).
    • live_new / live_step / live_state / live_trace / live_free: the browser stepping interface the live driver calls.
  • The live driver (src/driver.ts) steps that same wasm at a fixed timestep, reads entity positions out of linear memory, hands them to OGL to draw, and records the input trace. On a win it submits the trace for verification.
  • The renderer (src/render.ts) is OGL. It only draws the simulation's state, so its look and its visual effects cannot influence the verdict.

Because the identical wasm module runs live and on replay, every floating-point result agrees by construction. rapier3d runs in its enhanced-determinism mode for cross-platform bit-exactness.

Determinism rules (non-negotiable)

The browser and the server must agree bit-for-bit, so the simulation:

  • draws all randomness from the four-word seed only (src/rng.rs), never a clock or Math::random;
  • advances on a fixed tick, never wall-clock time;
  • touches no DOM, no network, and no host state.

The tests/determinism.rs and tests/replay.test.ts suites pin the core invariant: a trace recorded by the live stepping interface replays through the server path to the identical verdict.

Build

pnpm build        # builds the wasm, then the live + replay bundles into dist/
pnpm test         # cargo test (determinism) + vitest (replay + locale parity)

scripts/build-wasm.sh produces one wasm: dist/voidshot.wasm (the replay module) and an inlined copy for the live bundle (the iframe CSP forbids fetching a .wasm). Requires the wasm32-unknown-unknown Rust target; wasm-opt (binaryen) shrinks the artifact when present.

Customization

Skins, configurations, and locales live in .caputchin/ as split shell files:

  • configurations change the simulation (wave count, enemy count and speed, shield, time limit) and are pinned into the verified round.
  • skins are render-only palettes and never touch the simulation.
  • locales ship all official languages; English is canonical.

Accessibility

Voidshot is fully playable by touch, by mouse, and by keyboard. Auto-aim removes any need for precise aiming, and a polite live region announces wave starts, shield loss, and the result, so the game is operable with a screen reader. Audio is synthesized, optional, and never the only channel; the game is fully playable muted.

License

The game's own code is MIT (see LICENSE). The shipped artifact also bundles Apache-2.0 (rapier3d, parry3d, nalgebra, simba, caputchin-replay-rs) and Unlicense (OGL) code, so the package license is declared as the combined SPDX expression MIT AND Apache-2.0 AND Unlicense. See THIRD-PARTY-NOTICES.md.

Source: github.com/caputchin/games

Füg es in eine beliebige HTML-Seite ein, nachdem du das Widget-Bundle geladen hast (siehe Installation). Ersetz den Sitekey-Platzhalter durch deinen eigenen aus dem Dashboard.

HTML
<caputchin-game
  sitekey="<your_public_sitekey>"
  game="caputchin/games/voidshot"
></caputchin-game>

Die Verifizierung läuft parallel zum Spiel. Dein Formular erhält ein umhülltes Token in caputchin-token zur Backend-Verifizierung über /siteverify.

ResponsivTouch-EingabeTastaturScreenreaderAudio optional

Caputchin prüft diese nicht. Sieh im Repo des Autors nach, was wirklich stimmt.

Sprachen11
  • en
  • zh-Hans
  • es
  • ar
  • pt
  • fr
  • de
  • ru
  • ja
  • ko
  • id
DesignNur dunkel
Anpassbar
  • Text
  • Skin
  • Gameplay

Kunden können diese Voreinstellungen auf der eigenen Seite überschreiben, je nach Tarif.

Caputchin

caputchin.com