game-hacking-techniques
Guide for game hacking techniques and cheat development. Use this skill when researching memory manipulation, code injection, ESP/aimbot development, overlay rendering, or game exploitation methodologies.
Install
mkdir -p .claude/skills/game-hacking-techniques && curl -L -o skill.zip "https://mcp.directory/api/skills/download/1944" && unzip -o skill.zip -d .claude/skills/game-hacking-techniques && rm skill.zipInstalls to .claude/skills/game-hacking-techniques
About this skill
Game Hacking Techniques
Overview
This skill covers game hacking techniques documented in the awesome-game-security collection, including memory manipulation, rendering overlays, input simulation, and exploitation methods.
Core Concepts
Memory Manipulation
- Read Process Memory (RPM)
- Write Process Memory (WPM)
- Pattern scanning
- Pointer chains
- Structure reconstruction
Process Injection
- DLL injection methods
- Manual mapping
- Shellcode injection
- Thread hijacking
- APC injection
Hooking Techniques
- Inline hooking (detours)
- IAT/EAT hooking
- VTable hooking
- Hardware breakpoint hooks
- Syscall hooking
Cheat Categories
Visual Cheats (ESP)
- World-to-Screen transformation
- Player/entity rendering
- Box ESP, skeleton ESP
- Item highlighting
- Radar/minimap hacks
Aim Assistance
- Aimbot algorithms
- Triggerbot (auto-fire)
- No recoil/no spread
- Bullet prediction
- Silent aim
Movement Cheats
- Speed hacks
- Fly hacks
- No clip
- Teleportation
- Bunny hop automation
Miscellaneous
- Wallhacks
- Skin changers
- Unlock all
- Economy manipulation
Overlay & Rendering
Overlay Methods
- DirectX Hook: D3D9/11/12 Present hook
- Vulkan Hook: vkQueuePresentKHR hook
- OpenGL Hook: wglSwapBuffers hook
- DWM Overlay: Desktop Window Manager
- External Window: Transparent overlay window
- Steam Overlay: Hijacking Steam's overlay
- NVIDIA Overlay: GeForce Experience hijack
Rendering Libraries
- Dear ImGui: Immediate mode GUI
- GDI/GDI+: Windows graphics
- Direct2D: Hardware-accelerated 2D
Memory Access Methods
User-Mode
- OpenProcess + ReadProcessMemory
- NtReadVirtualMemory
- Memory-mapped files
- Shared memory sections
Kernel-Mode
- Driver-based access
- Physical memory access
- MDL-based copying
- KeStackAttachProcess
Advanced Methods
- DMA (Direct Memory Access)
- EFI runtime services
- Hypervisor-based access
- Hardware-based (FPGA)
Driver Communication
Methods
- IOCTL-based
- Shared memory
- Registry callbacks
- Syscall hooks
- Data pointer swaps
Common Patterns
// Data pointer swap example
NtUserGetObjectInformation
NtConvertBetweenAuxiliaryCounterAndPerformanceCounter
Win32k syscall hooks
World-to-Screen Calculation
Basic Formula
Vector2 WorldToScreen(Vector3 worldPos, Matrix viewMatrix) {
Vector4 clipCoords;
clipCoords.x = worldPos.x * viewMatrix[0] + worldPos.y * viewMatrix[4] +
worldPos.z * viewMatrix[8] + viewMatrix[12];
clipCoords.y = worldPos.x * viewMatrix[1] + worldPos.y * viewMatrix[5] +
worldPos.z * viewMatrix[9] + viewMatrix[13];
clipCoords.w = worldPos.x * viewMatrix[3] + worldPos.y * viewMatrix[7] +
worldPos.z * viewMatrix[11] + viewMatrix[15];
if (clipCoords.w < 0.1f) return invalid;
Vector2 NDC;
NDC.x = clipCoords.x / clipCoords.w;
NDC.y = clipCoords.y / clipCoords.w;
Vector2 screen;
screen.x = (screenWidth / 2) * (NDC.x + 1);
screen.y = (screenHeight / 2) * (1 - NDC.y);
return screen;
}
Engine-Specific Techniques
Unity (Mono)
- Assembly-CSharp.dll analysis
- Mono JIT hooking
- Il2CppDumper for IL2CPP builds
- Method address resolution
Unity (IL2CPP)
- GameAssembly.dll analysis
- Metadata recovery
- Type reconstruction
- Native hooking
Unreal Engine
- GObjects/GNames enumeration
- UWorld traversal
- SDK generation (Dumper-7)
- Blueprint hooking
Source Engine
- Entity list enumeration
- NetVars parsing
- ConVar manipulation
- Signature scanning
Input Simulation
Methods
- SendInput API
- mouse_event/keybd_event
- DirectInput hooking
- Raw input injection
- Driver-based input (mouclass)
Kernel-Level
- Mouse class service callback
- Keyboard filter drivers
- HID manipulation
Anti-Detection Techniques
Code Protection
- Polymorphic code
- Code virtualization
- Anti-dump techniques
- String encryption
Runtime Evasion
- Stack spoofing
- Return address manipulation
- Thread context hiding
- Module concealment
Development Workflow
External Cheat
1. Pattern scan for signatures
2. Read game memory externally
3. Process data in separate process
4. Render overlay or use input simulation
Internal Cheat
1. Inject into game process
2. Hook rendering functions
3. Access game objects directly
4. Render through game's graphics context
Learning Resources
Communities
- UnknownCheats
- GuidedHacking
- Game Hacking Academy
Practice Targets
- PWN Adventure (intentionally vulnerable)
- CTF game challenges
- Older/unsupported games
Data Source
Important: This skill provides conceptual guidance and overview information. For detailed information use the following sources:
1. Project Overview & Resource Index
Fetch the main README for the full curated list of repositories, tools, and descriptions:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/README.md
The main README contains thousands of curated links organized by category. When users ask for specific tools, projects, or implementations, retrieve and reference the appropriate sections from this source.
2. Repository Code Details (Archive)
For detailed repository information (file structure, source code, implementation details), the project maintains a local archive. If a repository has been archived, always prefer fetching from the archive over cloning or browsing GitHub directly.
Archive URL format:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/{owner}/{repo}.txt
Examples:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/ufrisk/pcileech.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/000-aki-000/GameDebugMenu.txt
How to use:
- Identify the GitHub repository the user is asking about (owner and repo name from the URL).
- Construct the archive URL: replace
{owner}with the GitHub username/org and{repo}with the repository name (no.gitsuffix). - Fetch the archive file — it contains a full code snapshot with file trees and source code generated by
code2prompt. - If the fetch returns a 404, the repository has not been archived yet; fall back to the README or direct GitHub browsing.
3. Repository Descriptions
For a concise English summary of what a repository does, the project maintains auto-generated description files.
Description URL format:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/{owner}/{repo}/description_en.txt
Examples:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/00christian00/UnityDecompiled/description_en.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/ufrisk/pcileech/description_en.txt
How to use:
- Identify the GitHub repository the user is asking about (owner and repo name from the URL).
- Construct the description URL: replace
{owner}with the GitHub username/org and{repo}with the repository name. - Fetch the description file — it contains a short, human-readable summary of the repository's purpose and contents.
- If the fetch returns a 404, the description has not been generated yet; fall back to the README entry or the archive.
Priority order when answering questions about a specific repository:
- Description (quick summary) — fetch first for concise context
- Archive (full code snapshot) — fetch when deeper implementation details are needed
- README entry — fallback when neither description nor archive is available
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