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3D FPS icon

Game

3D FPS

A first-person shooting range in 3D. Hit the red targets, spare the green ones, beat the par time.

Get for Mac
.dmg · 1 MB · or download .zip
Category
Game
Requires
macOS 13+
Size
1 MB
Price
Free

Preview

Screenshot of 3D FPS running on a Mac

About 3D FPS

3D FPS is a first-person target range for the Mac. You run through a maze of shipping containers and shoot the red enemy targets as fast as you can, without hitting the green friendly ones.

What it does

  • Timed runs. The screen shows your time, your enemy hits out of the total, your friendly hits, the best time and the par time to beat.
  • Friendly targets. Green targets cost you if you hit them, so you have to look before you shoot.
  • Low-poly 3D range. Rusty containers, a blue sky and a simple rifle with an ammo counter.

Notes

The screenshot shows a run in progress. This is version 1.2.

Information

Developer
SiliconDevKit (generated by AI from a prompt)
Category
Game
Compatibility
macOS 13 or later. Apple silicon Macs only (M1 or later), not Intel
Size
1 MB (.dmg)
Latest version
1.2
Price
Free
Signing
Ad-hoc signed, not notarized

The prompt behind it

This game was generated from the prompt below. Paste it into SiliconDevKit to build your own version, then change it however you like.

Build a native Mac app called Target Shooter: a ready-to-play Mac version of an open-source target shooter (https://github.com/teeeece/godot_open_target_shooter). One window, one big Play button. The app downloads the game's source and the right Godot engine by itself, prepares everything, and starts the game in its own window. No Godot knowledge needed, nothing to type. Nothing is sent anywhere except the downloads. RESEARCH FIRST (WebSearch and WebFetch before any code) Read, do not remember: (1) https://github.com/teeeece/godot_open_target_shooter: the README (what the game is, controls, requirements), the licence, the default branch, the releases page, and whether a macOS build or an export_presets.cfg already exists; (2) the repo's project.godot: config_version (4 means Godot 3, 5 means Godot 4), the config/features line (for example "4.2" or "C#"), the main scene, and any addons or git submodules the game needs; (3) the official Godot downloads for macOS: archive names and URLs on godotengine.org and in the godotengine/godot-builds releases, the universal (arm64 and x86_64) app, the separate .NET build, the SHA512-SUMS file, and the command line flags --path, --headless, --import, --quit, --fullscreen, --windowed, --resolution; (4) that the official Godot app can run a project folder with --path without export templates, and what a first import does. Where a page disagrees with this prompt, follow the page and say what changed. HOW IT WORKS (one click) - Big Play button. The first time: "Downloads the game and the Godot engine once, about <size once known>. Nothing to type." - 1 Game: download the repo as a zip (https://github.com/teeeece/godot_open_target_shooter/archive/refs/heads/<branch>.zip, or a release asset if the research shows a better one) into a temp file with progress, speed and Cancel, then unzip with /usr/bin/ditto (Process, argument array) into Application Support/Target Shooter/Game/. Find the folder that holds project.godot (it may be in a subfolder). Fetch any submodule or addon the research says is needed. - 2 Engine: choose the Godot version and build from project.godot (and the .NET build only for C#). Download it once into Application Support/Target Shooter/Engine/, verify the checksum with CryptoKit, and strip the quarantine flag with xattr -dr com.apple.quarantine after saying why. - 3 Import: run the engine once with --headless --import --path <project> --quit, stream the log, and show "First-time setup, this can take a minute or more". - 4 Play: run the engine with --path <project> in a normal window. Show the state (Not downloaded, Downloading, Setting up, Ready, Playing, Needs something with the plain reason), a Stop button, and "Show log". If the game exits within 10 seconds or fails, show the last 30 log lines in plain words with a Copy button. Never say it works unless it started and stayed open. - Check from project.godot whether it is 2D or 3D, and the Godot version. For a mouse-look game, explain how to release the mouse (usually Escape). List the controls from the README. - Skip steps that are already done. Later launches go straight to Play. THE WINDOW - Top: a title and a picture drawn in code (a gradient and an SF Symbol; no copied screenshots), one line about the game taken from the README, the licence found in the repo, and a short controls list taken from the README (say "see README" if it has none). - Settings: Windowed or Fullscreen and a resolution choice (only flags the research confirms), Update the game (download again, keep save files), Reinstall, Remove everything (shows the disk size it frees), Reveal in Finder, "Show saves" (Godot's user:// folder under ~/Library/Application Support/Godot, when it exists). - About: the game's author and licence, the Godot licence (MIT), a link to https://github.com/teeeece/godot_open_target_shooter, and a note that the game belongs to its author. Quitting the app while the game runs asks first. QUALITY - macOS 13, Swift 5 language mode, SwiftUI with ObservableObject and @Published. Apple frameworks only (Foundation, AppKit, CryptoKit), no packages, no Xcode project or asset catalog. Modules: RepoDownloader, ProjectInspector, EngineManager, GameRunner, LogStore and the views. - Run every Process off the main thread, with an argument array, never a shell string. Check every initializer, label and optional; no force-unwraps. - Do not fake anything: no pretend progress, no pretend success. In your reply, say what you built, what the lookups changed (Godot version, repo layout, requirements) and what you could not test: the downloads, the import step, the game actually starting, performance, and keyboard, mouse and gamepad input.

What it cost

Every AI run that made this demo, one per line. Model: Claude Sonnet 5.5. Tokens are shown as (in / out). “In” counts everything the model read, including text it had already seen in the session at a reduced price.

Initial prompt(34 in / 42k out)88 credits
+Fix: compile errors(4 in / 304 out)5 credits
+Fix: game closed at launch(10 in / 6k out)44 credits
+Fix: mouse buttons(4 in / 2k out)7 credits
+Fire without aiming(16 in / 8k out)31 credits
=Total(68 in / 58k out)175 credits

Credits are what a build uses on your plan. This counts AI usage only: hosting and the Mac that compiled it are not included. This demo took 5 attempts, and all of them are counted. Token counts come from the build's session log. Credits are worked out from them with Claude Sonnet 5.5's token prices.

Opening it for the first time

  1. Open the .dmg and drag 3D FPS onto the Applications folder.
  2. Open it from Applications. macOS may say it can’t check the app for malicious software. Click Done.
  3. Open System Settings → Privacy & Security and click Open Anyway. This is needed once. Why this happens. To share an app without the warning, see how to notarize it.

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