caputchin/games/voidshot
Pilot your drone through a neon swarm and clear every wave before your shield burns out.
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From the project README
Fetched live from GitHub via jsDelivrVoidshot
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 cleanwasm32-unknown-unknownmodule with nowasm-bindgenand no imports. It exports two C ABIs over the same code:cap_alloc/cap_run: the one-shot replay the server isolate calls (emitted bycaputchin-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 orMath::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
위젯 번들을 로드한 뒤 아무 HTML 페이지에나 붙여 넣으세요(설치 참고). sitekey 자리표시자를 대시보드에 있는 본인 것으로 바꾸세요.
<caputchin-game
sitekey="<your_public_sitekey>"
game="caputchin/games/voidshot"
></caputchin-game>검증은 게임과 나란히 실행됩니다. 폼은 caputchin-token에 래핑된 토큰을 받아 /siteverify를 통해 백엔드에서 검증합니다.
Caputchin은 이를 확인하지 않아요. 정확한 내용은 작성자의 저장소를 확인하세요.
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Caputchin
caputchin.com- 게임 ID
- caputchin/games/voidshot
- GitHub 리포지토리
- caputchin/games
- GitHub 스타
- 0
- npm 패키지
- @caputchin/game-voidshot
- 번들 진입점
- dist/voidshot.js
- 선호 크기
- 480px × 480px
- 고정된 버전
- 0.2.0
- 번들 URL
- https://cdn.jsdelivr.net/npm/@caputchin/game-voidshot@0.2.0/dist/voidshot.js
- 하위 리소스 무결성
- sha384-XZm7DBbBZXHb8R0+rFa8wYFJSxXQ8pa73yJuNJEznznxdzB7yqJtTHofgGrnJ0Xv
- 마지막 인덱싱
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