An independent, source-only Rust/Bevy reconstruction of Skate 3's skating, animation, and world systems. The goal is evidence-backed behavioral parity, not a generic skateboarding prototype.
This is an early work in progress. Current systems include riding, pushing, carving, Flickit anticipation and tricks, landing quality and friction, powerslides, manuals, fakie stance, grabs, off-board locomotion, transition physics, grinding foundations, and an extracted University world pipeline.
This repository contains no Skate 3 ISO, executable, title update, retail animation bank, character model, texture, or extracted University data. It is not affiliated with or endorsed by Electronic Arts.
You must dump your own legally owned Xbox 360 copy and generate the ignored local assets. Do not upload or redistribute those generated files. See Setup from legally owned game data.
Install the prerequisites in the
owned-game setup guide, then clone the
repository and drag your legally dumped Skate 3 Xbox 360 ISO onto
SETUP FROM OWNED ISO.bat. You can also run it directly:
git clone https://github.com/chasmlol/skate3clone.git
cd skate3clone
.\SETUP FROM OWNED ISO.bat "D:\OwnedBackups\Skate 3.iso"That one command downloads a pinned, hash-verified open-source ISO extractor,
extracts the required files from your ISO, builds the retail skater and
animation bank, converts University with its textures, collision, and grind
data, runs the tests, compiles the game, and launches it. It does not require
Skate3Research, SK8, RPCS3, or a separately cloned animation toolkit.
The first asset build is intentionally substantial because Blender generates the complete local animation bank. Later launches and Cargo builds are incremental:
.\LAUNCH LATEST MAIN.batFor a no-window verification:
.\LAUNCH LATEST MAIN.bat --headlessThose are the only two root launchers in the public distribution:
SETUP FROM OWNED ISO.bat performs first-time setup, and
LAUNCH LATEST MAIN.bat handles every later run. Old per-feature test
launchers and local reverse-engineering wrappers are intentionally excluded.
- Xbox left stick or
A/D: move, steer, and carve - Xbox
AorSpace: regular push - Xbox
Xor leftShift: mongo push - Xbox right stick or arrow keys: Flickit input, trick windup, and manuals
- Xbox
LT/Q: left-hand grab - Xbox
RT/E: right-hand grab - Both triggers: two-hand grab
- Xbox
BorCircle: footbrake YorTriangle: mount or dismountR: reset
- Retail behavior is recovered from synchronized telemetry, decoded RX2/ABIN animation data, state/action XML, native-code analysis, and deterministic replay fixtures.
- Proven behavior, bounded inference, unresolved behavior, and human visual verification are kept distinct.
- Retail-derived outputs stay under ignored private directories.
- The simulation runs at 120 Hz and keeps gameplay translation separate from authored animation roots.
The source distribution includes the required permitted conversion code. Provenance and upstream licenses are recorded in THIRD_PARTY_NOTICES.md. The companion Skate 3 trick toolkit remains useful for independent research, but it is not a setup dependency.
src/ Bevy simulation, animation, camera, character, and world code
tools/ owned-game extraction, conversion, validation, and launch tools
parity/ source-controlled replay fixtures and custom parity maps
research/ recovered specifications and source-safe evidence
docs/ subsystem evidence and setup documentation
assets/ source-safe custom assets; assets/private is ignored
Issues and research-backed pull requests are welcome. Please do not attach retail game files or converted retail assets.
No software license has been granted yet. Public visibility does not grant permission to copy, redistribute, or create derivative works beyond rights provided by applicable law.