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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.

gmh5225☆ 2,682 Repository stars368 Repository forks

Installation

Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.

View source ↗Guides

Skill instructions

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

Examples

Read the usage examples in the source repository.

View source ↗

Source history

Indexed on
2026-01-20
Index updated
2026-02-03
Branch
main

Index and sync dates describe this directory. View the source repository for code history.

GitHub ↗

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