Can you give some more details how the reverse engineering was done exactly? (And maybe put that also in the README or somewhere, because I think this is probably interesting to some.)
You write:
> re3 was started sometime in the spring of 2018, initially as a way to test reversed collision and physics code inside the game. This was done by replacing single functions of the game with their reversed counterparts using a dll.
How exactly? So the game EXE exported all the function symbol names? How did you know the function signature (arguments, return type)? And then it is enough to preload a DLL to replace the function? There is no global state or so which must be accessed?
You write:
> re3 was started sometime in the spring of 2018, initially as a way to test reversed collision and physics code inside the game. This was done by replacing single functions of the game with their reversed counterparts using a dll.
How exactly? So the game EXE exported all the function symbol names? How did you know the function signature (arguments, return type)? And then it is enough to preload a DLL to replace the function? There is no global state or so which must be accessed?