Linux shared libraries for Space Engineers (version 1) to load the native Windows DLLs the game client and its Dedicated Server require.
These are thin C++17 shims built around a custom PE (Portable Executable) loader. They load the original, unmodified Windows native DLLs shipped with the game and thunk calls across the ABI boundary so the game runs on Linux.
The wrappers do not reimplement any of the underlying libraries. Implementations of the Win32 API calls used by the native libraries are provided based on Linux primitives, including optional ntsync support.
| Output | Wraps the Windows DLL |
|---|---|
libHavok.so |
Havok.dll (physics) |
libRecastDetour.so |
RecastDetour.dll (navmesh) |
libVRageNative.so |
VRage.Native.dll (voxels) |
libD3DCompiler.so |
d3dcompiler_47.dll (shader compiler) |
Requirements: cmake (>= 3.10), make, g++ (C++17).
make # cmake --preset default + cmake --build --preset default
ls build/*.so # libHavok.so libRecastDetour.so libVRageNative.so libD3DCompiler.so
make clean # wipe the build/ directoryCI (.github/workflows/build.yml) builds on
every push and publishes the four libraries as a linux-native-wrappers.tar.gz
asset:
- Push to
main→ a public release taggedv1.0.<run>and marked latest. - PR → a draft release (not public, not latest, no git tag until published).
- Draft PRs are not built.
The build process of Pulsar for Linux and Magnetar download the
linux-native-wrappers.tar.gz asset from the latest release;
it contains the four .so files at the archive root.
MIT — see LICENSE.