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https://github.com/gmh5225/awesome-game-security
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Add 15 archived repository English descriptions
Co-authored-by: gmh5225.eth <gmh5225@users.noreply.github.com>
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This project is a Windows kernel networking library that wraps the Winsock Kernel interface with a socket-style API. It is implemented mainly in C and C++, packaged with NuGet and MSBuild files, and designed for WDK and Visual Studio driver workflows. The code maps familiar user-mode socket operations to kernel-mode WSK functions such as connect, send, recv, and address conversion helpers. It is primarily aimed at kernel driver developers and security researchers who need network I/O in kernel mode with lower integration friction.
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This project is a runtime method hooking framework for C# in Unity and Mono or IL2CPP environments. It modifies JIT or AOT native code in memory instead of patching files on disk, and it is designed to preserve debugging behavior and stack traces. The implementation is centered on C# with a small native component and supports multiple Unity generations and .NET runtime variants across editor and device targets. Its main use case is Unity instrumentation, reverse engineering, and game security research that requires controlled function replacement.
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This project is an external Apex Legends cheat framework built for QEMU or KVM based memory access workflows. It combines C++ gameplay modules with Rust-based memflow components and C FFI bindings to read game memory through virtualization-focused connectors. The codebase includes ESP and aiming logic, math and prediction routines, and supporting build scripts for Linux style environments. It is primarily used for studying DMA or VM-assisted game hacking techniques and related anti-cheat detection surfaces.
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This project is a curated collection of commercially usable retro 3D assets in a PS1 style. It is delivered as a README-centered index that links models, textures, and related packs under permissive usage expectations such as CC0-style terms. The collection also references shader resources and organizes content by themes like nature, contemporary, fantasy, and UI-oriented assets. Its main use case is helping indie developers and prototyping teams quickly source retro visual content for game production.
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This project is a modified Android kernel root solution based on KernelSU with debugging-oriented behavior changes. It combines kernel-side C code with Android app and build assets to provide root access management, profile control, and customized policy handling. The modifications include relaxed manager checks, permissive SELinux-oriented options, init script support, and broad root convenience features for testing workflows. It is mainly intended for Android security research, system debugging, and experimentation in rooted environments.
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This project is a proof of concept for bypassing certain Xiaomi HyperOS bootloader account binding restrictions. The implementation is centered on PHP tooling and automation scripts, with Docker and shell helpers plus multilingual documentation. It leverages ADB-oriented interactions through related libraries to drive the unlock-related workflow in a reproducible way. The primary use case is mobile security research and validation of bootloader restriction weaknesses and mitigations.
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This project is a Counter-Strike 2 external DMA toolset focused on real-time memory-driven cheat features. It is written mainly in C++ and includes modules for aimbot, trigger bot, radar, bunny hop, and anti-flash behavior, plus an ImGui-based control interface. The code integrates LeechCore and VMMDLL style components, JSON offsets, and configuration utilities for reading and acting on game state externally. Its main audience is game hacking and anti-cheat researchers analyzing DMA-assisted external tooling patterns.
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This project is a Counter-Strike 2 DMA radar system that streams game state into a browser-based tactical map view. It uses a Java backend with Spring Boot and WebSocket components together with a Leaflet and JavaScript frontend for live rendering. The backend reads memory through VMM and LeechCore related interfaces, while map assets and icons support multiple competitive maps and player markers. It is primarily used for external situational-awareness experiments in game security and anti-cheat research contexts.
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This project is a custom C++ game engine with an accompanying editor and scripting layer. Its source tree shows subsystems for rendering, scene management, physics, audio, input, and tooling, along with platform-specific backends and shader assets. The repository also includes a C# script core, premake-based build setup, vendor dependencies, and a sandbox project for running sample content. It is mainly intended for engine architecture experimentation and practical game development prototyping.
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This project is a cross-platform .NET game framework for building 2D and 3D games. The codebase is primarily C# with supporting native components, and it provides extensive modules for graphics, audio, content processing, input, and platform abstractions. It ships with framework libraries, templates, tools, and sample assets to support desktop, mobile, and other target environments. Its main use case is production game development and engine-level experimentation in managed language workflows.
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This project is a PUBG Mobile cheat source package targeting a specific game version and external tooling workflow. It is mainly written in C++ and includes common cheat components such as aiming, entity processing, and on-screen rendering logic. The repository also bundles driver artifacts and helper scripts for privileged memory operations during runtime. It is primarily relevant to reverse engineering and anti-cheat research on mobile shooter cheat implementations.
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This project is an Unreal Engine plugin that provides an event-flow graph system for gameplay and narrative scripting. It is implemented mostly in C++ with editor integration and focuses on async node execution, custom pin layouts, and visual debugging support. The architecture is intentionally design-agnostic so teams can build reusable game-specific nodes and extend editor behavior without rewriting core graph logic. Its primary use case is structured storytelling and gameplay flow authoring in Unreal projects.
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This project is a header-only C++20 string obfuscation library that transforms literals into runtime-reconstructed data. It generates an obfuscation bytecode schema at compile time and uses a small stack-based virtual machine to rebuild strings during execution. The API exposes macros for narrow and wide string forms while aiming to keep plaintext strings out of static program data. It is mainly used for software hardening and reverse-engineering resistance in security-sensitive codebases.
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This project is a security research proof of concept for bypassing AMSI and ETW with minimal byte patches. It includes C, PowerShell, and C# examples that illustrate where to patch branch logic in AMSI paths and how to short-circuit telemetry-related tracing calls. Diagrams and notes explain control flow and why single-byte changes can reduce the footprint of the modification. The main use case is red-team simulation and defensive validation of detection coverage around in-memory tampering techniques.
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This project is a local privilege escalation proof of concept targeting a vulnerable Windows driver. It is implemented in C++ with Visual Studio project files and accompanied by PowerShell and batch scripts to support deployment and execution steps. The exploit template demonstrates driver interaction and workflow preparation in a lab-oriented setup. Its primary use case is Windows kernel exploitation research, including studies relevant to anti-cheat and driver security hardening.
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