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docs: simplify history and AI usage; credit dumbad by alias
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@@ -10,61 +10,32 @@ Includes skating, tricks, grinds, offboard movement, difficulty settings and
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## History
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This rewrite builds on more than two years of Skate 3 reverse engineering and
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modding work that began before the Rust project. Its development timeline
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should not be mistaken for the time it took to understand the original game.
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Before this rewrite existed, **dumbad** spent more than two years reverse
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engineering Skate 3 and building the tools needed to understand and work with
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it. That meant countless hours digging through undocumented file formats,
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animation data, and game interaction systems, then testing those discoveries
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in the original game. Much of that work is collected in
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[DumbadsSkate3ModdingTools](https://github.com/Ethanw05/DumbadsSkate3ModdingTools),
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including tools for custom maps, meshes, collision, challenges, and DLC.
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Ethan Wingfield, known as **dumbad**
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([Ethanw05](https://github.com/Ethanw05)), developed the research and tooling
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collected in
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[DumbadsSkate3ModdingTools](https://github.com/Ethanw05/DumbadsSkate3ModdingTools).
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That work established the foundation for understanding the game's file formats,
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animation data, and game interaction systems used by the rewrite. It involved
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examining the original game, decoding binary structures, building parsers and
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exporters, and testing those discoveries against the game.
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The tooling includes ArenaBuilder, collision PSG generation, clustered-mesh
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serialization and compression, KD-tree construction, mesh and material data
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builders, AI-path data, ChallengeEditor, and DLC-building tools. These are
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concrete outputs of the earlier research, rather than discoveries that began
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with the Rust rewrite.
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Chasm later worked on a Skate 3 recompilation and a custom renderer based on
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Ethan's earlier renderer work. The Rust/Bevy project followed that work,
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bringing the accumulated research into a new implementation. Credit for
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developing the rewrite and credit for the research that made it possible are
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both part of this project's history.
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This project is a reconstruction of Skate 3 systems in Rust and Bevy.
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Recompilation of the original executable is a different approach. Loading
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original assets and reproducing demonstrated behavior does not establish
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complete equivalence with the original game; gameplay parity remains a work
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in progress.
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That research laid the groundwork for this project. Chasm later worked on a
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recompilation and a custom renderer based on dumbad's earlier renderer work,
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before moving into the Rust/Bevy rewrite. The rewrite's development time tells
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only part of the story: the knowledge and tools it relies on took years of
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work to establish.
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## AI usage
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AI coding tools have been used in the broader research and development effort,
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including work on tooling and the Rust implementation. AI assistance is part
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of the development history and should be acknowledged alongside the people
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who directed the work and supplied the underlying research.
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AI coding tools were used to develop this rewrite, but none of it would have
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been possible without dumbad's extraordinary effort to reverse engineer the
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original game. The AI had years of hard-earned research and working tools to
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build on. Describing the project as simply “AI rewriting Skate 3” leaves out
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the work that made it possible in the first place.
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The rewrite was not produced by giving an AI an unexplored game and having it
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independently recover everything. It builds on the earlier reverse engineering,
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format knowledge, tools, and experiments described above. The time spent
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generating or adapting implementation code does not include the two-plus years
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of work that established that foundation.
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AI-generated code is not, by itself, evidence that a recovered format or
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gameplay system is correct. Claims about accuracy need support from inspection
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of the original game, reproducible tests, and behavioral comparisons.
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Likewise, a successful demonstration should not be described as proof of
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complete 1:1 parity.
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When describing or reporting on this project, distinguish the original
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reverse-engineering work, AI-assisted implementation, reuse of retail assets,
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and the behavior actually verified in the rewrite. AI assistance does not
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replace attribution to the people and projects whose work supplied the
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necessary knowledge.
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AI helped turn that knowledge into a new implementation; it does not replace
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credit for discovering how the game works. This is still a work in progress,
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and using original assets or showing working tricks does not mean every
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system behaves exactly like the original.
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## Play
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