ShadowOfTheColossus-PC
Native Windows port of Shadow of the Colossus (PS4, CUSA08809) - bring your own game dump. Port nativo para PC.
A browser fighting game where your body is the controller. Punch, block, and throw super moves with your webcam.
GamesTypeScript · JavaScriptGitHub @AndrewYin04OnlineOwner unconfirmed
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Throw Hands: a webcam-controlled 3D fighting game in the browser (HackTX 2026).
Translation pending
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Read the full README ↗A browser fighting game where your body is the controller. Your webcam tracks your pose, your 3D superhero fighter copies your movements, and your real punches, blocks, and special-move gestures fight a bot, a friend next to you, or friends on other devices.
Play: https://throwhands.tech (same server, backup address: https://144-202-71-213.sslip.io)
Built at HackTX 2026 (October 24 to 25, 2026). Built with Claude Code (AI coding tool, disclosed per the event rules).
?grapple=0 to turn it off. Reach with both arms and pull in to grab into a clinch, then lift a knee for knees (8 damage); from the clinch, turn and bend for the Shoulder Throw (25 damage, needs a full super meter). Online rooms play without grappling.?research=1, consent every session) records the camera to a local file only and sends labeled landmarks for gesture tuning.No video ever leaves your device: pose tracking runs in your browser. Online play sends only joint positions and game actions.
MediaStreamTrackProcessor) where supported, so pose rate does not depend on render rate.web/src/game/avatar.ts), mirror-correct, with a One Euro filter for low lag.shared/gestures.ts): strikes are detected as elbow-angle / wrist-height / sideways-sweep peaks, so they work from 10 to 30 fps; guard and the Iron Wall X from measured arm geometry; a 3-second guard calibration sets body size. Tuned and scored against labeled video clips (see TESTING.md).shared/sim.ts) for any number of fighters. It runs in the browser for local modes and on the server for online rooms, where the server decides every hit using the defender's latest block state.ws on a Vultr VM in Dallas behind Caddy (automatic HTTPS). It relays rooms at 20 Hz, runs bots, and proxies Gemini, the Meta Model API, and Tiger Data so no key reaches the browser.match_events and pose_samples hypertables; leaderboard_daily and motion_label_counts continuous aggregates with real-time aggregation and refresh policies.npm install
npm run build # frontend to dist/, server to dist-server/
TIGER_DATABASE_URL=... GEMINI_API_KEY=... META_API_KEY=... npm run server # API + WebSocket on :8787
npm run dev # Vite dev server with /api and /ws proxied to :8787
Every integration fails soft: without keys or a database the game still runs (house fighters, template commentary, no leaderboard).
Tests: BASE_URL=https://throwhands.tech npx playwright test (see TESTING.md; video clips are not in the repo).
Deploy: deploy/deploy.sh (builds, rsyncs to the VM, restarts the service).
Everything in web/src, shared/, server/, tests/, scripts/, and deploy/ was written during the hackathon (with Claude Code). That includes the pose-to-bone retargeting solver, gesture recognizer, game simulation, bots, networking, AI integrations, UI, synthesized sound effects, and tests. No code was vendored or copied into the repo; Kalidokit was not used.
Third-party libraries (installed from npm, unmodified):
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