GLTFUtility
ILSpy
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GLTFUtility | ILSpy | |
---|---|---|
4 | 33 | |
770 | 17,312 | |
- | 2.7% | |
0.0 | 8.8 | |
4 months ago | 3 days ago | |
C# | C# | |
MIT License | Copyright 2011-2015 AlphaSierraPapa |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
GLTFUtility
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GLTFUtility VS glTFast - a user suggested alternative
2 projects | 5 Sep 2022
ILSpy
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GDScript Export Mode usage for commercial or online games
Take a random piece of C# software, run it through ILSpy, and be amazed at the results.
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What’s your favorite dev story so far in your career?
My job was simple: using the trial .exe, reverse-engineer their file format. Simple enough - I love this shit. The biggest roadblock: the trial version doesn't allow you to save files, so we were kind of screwed. Then, after a few minutes of playing around, I noticed that the UI looks suspiciously familiar to a .NET program. So I went to Google to see if there's any .NET disassemblers out there, and luckily, there is! I opened the .exe in the disassembler, and next thing I knew I was looking at .NET intermediate code. My next step: figure out how to enable the save button. Turns out the "trial version" is actually the full program, just with an additional routine at the beginning that checks for a license. I was able to find this in the IC, and found the exact point at which trial mode is activated: a single jump statement. I simply turned this into a NOOP, re-assembled the binary, and next thing I knew, I had successfully hacked one of our competitors' software.
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Documentation of the .cia file format and 3DS injection
Those apps are written in .NET and are compiled to CIL, which is easily decompilable with a tool such as ILSpy or the Mono disassembler
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My game is being stolen - No idea what to do and it's frustrating
ILSPY is a good resource for inspecting/decompiling .NET assemblies: https://github.com/icsharpcode/ILSpy
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Hey guys, wanted to know where to start for modding (Steam)
Handelabra have put a lot of information up on their website. Most importantly: * The engine documentation is a good place to start * The packaging guide explains how to ad-hoc load your mod before you upload it. * The Sentinels Custom Playtesting Discord server is where a lot of modders hang out; the Handelabra discord also has a workshop channel. * A bunch of mods are open-source; there's the official example mod (also contains a very useful unit test project); there's Cauldon which is easily the most prominent and most complete mod available; my mod is also open-source. * ILSpy is a very useful tool you can use to look at the implementation of the Sentinels engine and official cards. * The Sentinels Custom Playtesting people have a keyword registry that you can put your cards in and also to check if someone has already used a keyword you want to use. * I am very slowly working on a library mod authors can use to make some things a bit easier; possibly not so helpful for you right now but might be at some point. * I also maintain a repository of issues you might run into modding the game; just places where cards don't quite do what their text says they do or where some engine functionality isn't as general as you might think from the name. Almost always this is stuff where you can't observe the difference with official cards, but sometimes it comes up with modded stuff.
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Ask HN: Codebases with great, easy to read code?
For anyone looking for a (nontrivial) C# project, I can only recommend going through ILSpy decompiler. https://github.com/icsharpcode/ilspy
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Horion keeps crashing. Any ways to fix?
Modifying a bedrock client is not as easy as with Java MC clients, 'cause you can't just decompile a jar file like with Java or throw something into a Java DE(Development Environment). But if you wanted to attempt to modify a DLL client, look into using tools like ILSpy. You can load a DLL into it and depending on whether the DLL is not packed with any protections and if the code has little to no obfuscation, then you can modify it if you have some basic knowledge of C/C#/C++ langs(depending on what the devs programmed it in) or if they have understandable variable names and such.
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The right to delete: how faker.js exposed the fragile nature of open source culture, again
The Decompiler I'm thinking of is https://github.com/icsharpcode/ILSpy for C#
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Alternate wpf treeview implementations
Thanks for the tip! I reimplemented my treeview with the implementation in https://github.com/icsharpcode/ILSpy though, because it seemed like that one works better with the theming in my application. So far I like it. Cheers mate.
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Are there tools for convenient researching source code of builded assemblies?
Check out ilspy for an open source option which is pretty solid.
What are some alternatives?
dnSpy - .NET debugger and assembly editor [Moved to: https://github.com/dnSpy/dnSpy]
UnityGLTF - Runtime GLTF Loader for Unity3D
JustDecompile Engine - The decompilation engine of JustDecompile
dnSpy
AvaloniaILSpy - Avalonia-based .NET Decompiler (port of ILSpy)
UndertaleModTool - The most complete tool for modding, decompiling and unpacking Undertale (and other Game Maker: Studio games!)
unity-astar - A Star (A*) algorithm in C# focused on performance and setup for Unity
reko - Reko is a binary decompiler.
Celeste - Celeste Bugs & Issue Tracker + some Source Code
MediaPipeUnityPlugin - Unity plugin to run MediaPipe graphs
glTF-Shell-Extensions - Microsoft Windows shell extensions that pack .gltf to .glb and unpack .glb to .gltf
EXILED - A high-level plugin framework for SCP: Secret Laboratory servers. It offers an event system for developers to hook in order to manipulate or change game code, or implement their own functions.