A full deep-dive into the reverse-engineered C# code of Silksong.
Movement logic analysis, implementation architecture, C# code optimization, "god object" in the code, remnants of the previous game .. and much, much more!
🆇 LINKS 🆇
1) My Patreon - https://www.patreon.com/c/priler
2) My mods - https://www.nexusmods.com/profile/Priler/mods
3) My github - https://github.com/Priler
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[!] Important Note:
The code shown in this video was obtained through reverse engineering using Visual Studio software, which provides this functionality as an officially supported feature.
It does not represent the original source code created by Team Cherry, but a decompiled version for educational and research purposes only.
Chapters:
0:00 Intro
0:57 Chapters & How I read the code?
1:47 How do I access the code?
2:34 Chapter 1: Hidden things in the code
5:18 Dev Cheats & Debug Code
7:28 Debug Hitboxes View
8:45 Economy of Pharloom (rosaries vs geo)
10:51 Map of Pharloom (cut content)
12:42 Funny gameplay code findings
14:33 Movement Code Breakdown
19:20 Chapter 2: Code Deep Dive & Optimizations
21:33 Reflection optimization (100x perf boost)
22:33 GC Stress Testing tool
23:04 Async game saving
23:47 Save data (god object)
24:58 Hit Instance
26:01 Chapter 3: Ghosts of Hallownest (remnants of previous game)
27:45 Remnants of HK code in SS
28:24 Silksong code quality improvements
30:45 Map markers and Scene transitions