AN AGENT SKILL · RUST / WGPU

Same game.
New engine.
Show the proof.

Port games and apps to Rust with an agent that starts from the original. Real content. Small playable slices. Measured compatibility.

OPEN SOURCE / APACHE-2.0 / SIX AGENT HOSTS / EVIDENCE WORKBENCH

COMPATIBILITY WORKBENCH● LOCAL
01 / ORIGINALREFERENCE BUILD
FRAME 0042 / FIXED INPUT
STATE + INPUT + CONTENT↓COMPARE WHAT MATTERS
R
Rust runtimeSame scenario. Inspect the differences.
⌖
ILLUSTRATION, NOT A TEST RESULTrp / 001
ONE SKILL.
SIX HOSTS.

Codex

Claude Code

OpenCode

Pi

DSH

Hermes

01 / THE PROCESS

A port is more than
a translation.

Keep the original as the reference. Rebuild one observable piece at a time.

01

Inspect the original

Pin the build. Read the formats. Run the program. When only a binary exists, use REA to recover evidence.

survey → reference.lock
02

Make a real slice

Load an original map, execute a vehicle script, or round-trip a save. Connect the actual runtime early.

content → core → frame
03

Measure the match

Feed the same inputs to both sides. Compare state, files and frames. Keep unknowns in the ledger.

original ↔ Rust → diff
CHOOSE THE JOB

From a small tool
to a compatible runtime.

Explore runtime workflow ↗
↳

Port available source

Capture original outputs, port a headless core, then bring up the platform and renderer.

MODE 01
↳

Rebuild around existing content

Original maps, formats, scripts and saves. A workflow for projects in the style of Horizon and openOMSI.

MODE 02
↳

Continue a port

Resume the compatibility ledger. Reproduce the next gap and fix the path the player actually runs.

MODE 03
02 / PUT IT TO WORK

Your agent.
One shared skill.

Choose a host for its install command and invocation. The installer keeps scripts, templates and instructions together.

Install from main

One shared skill, native invocation for your host. Use --dry-run to inspect the installation before writing files.

TERMINAL / PYTHON 3.9+
THEN, IN YOUR AGENT

Preview first: add --dry-run
02 / THE WORKBENCH

Prove it with
repeatable evidence.

An opt-in toolkit for version-locked original builds, function mapping and first-divergence trace comparison.

01 / PIN

Exact original build

SHA-256 identity without launching the original.

02 / MAP

SQLite ledger

Research status, Rust location, runtime wiring and stale evidence checks.

03 / COMPARE

Independent scenarios

Explicit opt-in dual execution and strict JSONL trace differences.

Open the Workbench guide ↗

Measured trace parity is not complete-game parity. The dual-runner is not a security sandbox.

NATIVE LAB / DEEP RESEARCH

Decode the original.
Bound the evidence.

Headless Ghidra recovery, optional CPU emulation and seeded original-vs-Rust differential probes.

01 / REVERSE

Ghidra exports

Function addresses, call graph and reproducible executable hashes.

02 / EMULATE

Unicorn probes

Bounded x86-64 slices with no host runtime or OS loader.

03 / FUZZ

Find the first mismatch

Seeded JSON harnesses and smaller replayable failures.

Explore Native Lab ↗

Opt-in tools. Optional dependencies. Static analysis is not gameplay observation.

03 / FIELD NOTES

Tested. With the
limits left in.

These are actual integration experiments. Passing one small case never proves a whole engine.

Interactive end-to-end behavior has been tested in Codex. Installation layouts for all six hosts are covered; all six interactive clients and whole-engine reconstruction are not verified.

THE RULE THAT MATTERS
“Never claim parity
you haven't measured.”

Read the instructions. Inspect the examples.
Bring a program worth rebuilding.

Open the repository ↗