Case study
Skate 3 Rust Engine: a Bevy rewrite built on Skate 3 reverse-engineering research
Reimplements Skate 3’s skating, tricks, grinds and offboard movement in a new Rust and Bevy engine that runs on assets converted from the user’s own Xbox 360 copy, adding difficulty settings and a .skate custom-map format. Physics notes cite functions and constants read from the original executable in IDA, and audio research reads traces from a research-hooks branch of a separate Skate 3 static recompilation. README says gameplay parity is still a work in progress, credits dumbad’s years of format research and states that AI coding tools were used to write the rewrite.
- Targets
- Game
- Category
- Independent reconstruction cases
- Relationship
- Independent reconstruction project
- Sources reviewed
Requirements & limits
- Prerequisites: Play needs the user’s Skate 3 Xbox 360 ISO, or an extracted default.xex with its data folder; setup converts the skater, animations, disc maps and HUD assets into a local data folder, and ISO extraction needs internet access. Skate 3 assets are not included; the bundled format-demo map is described as original procedural content.
- Prerequisites: Runs on Windows: the release ZIP starts skate3rust.exe and needs an SDL3-compatible gamepad. Source builds need Rust with the MSVC toolchain and LLVM, using BUILD.bat and PLAY.bat; the portable package script needs Python 3.13.
- Limits: tools/recomp-trace reads traces from the research-hooks branch of Hailey-Ross/skate3recomp, which users must build from their own copy of the game; its README warns that the recompilation’s timing and threading differ from the console game.
- Testing evidence: The Windows release workflow runs Python tests for the updater, setup and asset pipeline, but not the Rust crates’ own tests. tools/regression-checks compares maps, spawns and customiser output with a user-recorded baseline. Parity results are project-reported.
- License: Original code is GPL-3.0-only, copyright dumbad and contributors; the vendored, patched Bevy crates and tools under tools/vendor/ keep their own licenses, and no rights are granted to Electronic Arts’ code, data, assets or trademarks or to third-party maps and mods. Unofficial and unaffiliated with EA.
- Attribution: tools/claude-skills holds Claude Code skills for developing the engine. It is separate from the catalog’s Skate 3 Recomp record.
About this entry
The description was reviewed against primary sources. This does not establish runtime testing, security auditing or verified compatibility.
Primary sources
- README.md GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- docs/physics/grind-trick-state-202.md GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- tools/recomp-trace/README.md GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- tools/regression-checks/README.md GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- tools/setup-equivalence/README.md GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- tools/make_collision_fixture.py GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- tools/claude-skills/README.md GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- .github/workflows/release.yml GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- scripts/Build-Release.ps1 GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- LICENSE GitHub · SK8-ENGINE/skate-3-rust-engine · Revision 2e16697
- https://github.com/SK8-ENGINE/skate-3-rust-engine/releases/tag/experimental
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