Clever Quest Lab ← Games

Target Hunter 3D

Explore a random 3D valley in first person and hunt targets with a paintball marker: boards on stands, patrolling targets and golden drones, with a zoom scope for long shots.

ZOOM: 3.5x | RANGE: -- m
MOUSE WHEEL = CHANGE ZOOM (2.5x – 6.0x)
Score
0
Combo
x1
Time
01:30
Targets hit
0
Static (+100)
Moving (+200)
Bonus (+500)
Sprint energy (SHIFT) Time trial
Paintball Marker MK-IV
30 / ∞

For a computer with a mouse and a keyboard. Mouse: move to look, left button shoots, right button raises or lowers the scope, wheel zooms · WASD / arrows move · Shift sprint · Space jump · R reload · Esc pause · F full screen

How to play

Target Hunter 3D is a first-person shooting game in a randomly generated valley of hills, pine trees, rocks and snowy peaks. You start in the middle with a paintball marker, and 22 targets wait around you, about 18 to 110 metres away. Each target you hit bursts into paint and a new one appears elsewhere.

Choose a mode before you start. Time trial gives you 90 seconds; the clock turns red in the last 15 and the round ends with your score, targets hit and accuracy. Free practice has no time limit. The best score of the session is shown at the top of the menu.

The game is made for a computer with a mouse and a keyboard. It cannot be played on a touch screen alone.

Controls

Targets and scoring

Each hit within 4.5 seconds of the previous one raises the combo multiplier by one, up to ×5, and multiplies the points of that hit. After 3.5 seconds without a hit it falls back to ×1. Misses cost no points but lower your accuracy. The radar in the top right corner shows targets up to 95 metres away; the light wedge is where you are looking.

How it works

Each paintball is a real projectile. Every frame the game moves it, pulls it down with gravity g = 9.8 m/s² and checks the whole path since the last frame against targets, terrain, trees and rocks, so a fast ball cannot skip through a target. A ball that hits nothing disappears after 5 seconds.

A ball fired with speed v needs the time t = D / v to fly the distance D, and in that time it falls

drop = ½ · g · t² = g · D² / (2 · v²)

From the hip the marker fires at 88 m/s and is tilted up a little, so its balls meet the crosshair at medium range. Through the scope a ball leaves at 135 m/s. At 100 m it flies for 0.74 s and drops about 2.7 m, the full size of a target board.

The scope’s rangefinder shows the distance to whatever is under the centre. When the centre is on a target, the scope calibrates itself: it fires slightly upwards, just enough to cancel the drop over that distance, and shows “TARGET LOCKED (AUTO)”. When you aim above a target instead, the ball falls freely and the marks under the centre show where it lands at 30 to 150 m. Their positions follow from the drop angle and the field of view:

tan α = g · D / (2 · v²)    offset = tan α / tan(FOV / 2) · half of the view height

Zooming works by narrowing the camera’s field of view: 75° without the scope, 75° / 3.5 ≈ 21° at the default 3.5×. The view turns more slowly in the scope so that small corrections stay small.

Tips

Frequently asked questions

Why does the mouse pointer disappear?

The game uses the browser’s Pointer Lock so that the mouse can turn the view without hitting the edge of the screen. Press Esc to get the pointer back; the game pauses.

Can I play on a phone or tablet?

No. Walking, aiming and the scope need a keyboard and a mouse at the same time, so the game is meant for a computer.

Is my score saved?

No. The best score lasts until you close or reload the page, and nothing is sent anywhere.

The game is slow. What can I do?

The landscape and its shadows are drawn with WebGL. Close other heavy tabs, turn on hardware acceleration or use a smaller window.

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