mirror of
https://github.com/gmh5225/awesome-game-security
synced 2026-06-21 13:56:22 +00:00
Add English descriptions for archived E repositories batch
Co-authored-by: gmh5225.eth <gmh5225@users.noreply.github.com>
This commit is contained in:
co-authored by
gmh5225.eth
parent
5d84fe20e4
commit
7989286ae2
@@ -0,0 +1,4 @@
|
||||
This project is an IDA Hex-Rays plugin that deobfuscates control-flow logic commonly seen in Emotet samples.
|
||||
It is written in Python and uses the IDA microcode API to identify dispatcher registers, status values, and flattened branch patterns.
|
||||
The plugin rewrites block transitions, inserts corrected jump targets, and cleans leftover dispatch instructions to produce clearer pseudocode.
|
||||
Its primary use case is malware reverse engineering and analysis of heavily obfuscated binaries.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a plugin that adds Python 3 scripting support to the x64dbg debugger.
|
||||
It is built in C++ and exposes debugger functionality through Python-friendly wrappers that mirror common plugin SDK APIs.
|
||||
The repository includes example scripts for memory access, assembly tasks, module inspection, and GUI interactions, making automation easier for repetitive reversing workflows.
|
||||
Its main use case is reverse engineering and debugger automation for analysts who want to script x86 and x64 debugging tasks.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is an experimental real-time global illumination renderer designed to approach path-traced quality in dynamic scenes.
|
||||
It uses Rust for engine code, Vulkan for graphics backend work, and a large HLSL shader stack for hybrid rasterization, compute, and ray-tracing passes.
|
||||
Key features include dynamic GI without prebaked probes, temporal reconstruction, ray-traced shadows and reflections, and a reference path-tracing mode for validation.
|
||||
Its primary use case is advanced rendering research and prototyping for developers studying modern real-time lighting techniques.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a C++ SDK generator for Unreal Engine games across UE4 and UE5 versions.
|
||||
It works by injecting a DLL into the target process, locating engine structures and offsets, and emitting generated headers and SDK code for analysis and tooling.
|
||||
The codebase includes configurable offset overrides, multiple build options, and guidance for integrating generated output into downstream projects.
|
||||
Its primary use case is Unreal Engine reverse engineering, including game security research, modding analysis, and internal structure mapping.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a .NET-based credential and token grabbing toolkit focused on Discord and browser data collection.
|
||||
It implements webhook-based exfiltration and bundles anti-analysis checks such as anti-debugging, anti-VM, anti-sandbox, and anti-emulation logic.
|
||||
Key capabilities include Discord token harvesting, browser cookie and password extraction, screenshot capture, Wi-Fi password collection, and clipboard hijacking behavior.
|
||||
Its primary use case is offensive security and malware-analysis research into information stealer techniques and account-token abuse workflows.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is an external Counter-Strike: Global Offensive cheat framework implemented in C++.
|
||||
It uses an ImGui-based interface and a DirectX 9 rendering backend to provide configurable modules for aim assistance, visual overlays, and gameplay automation.
|
||||
Included functionality covers adjustable aim smoothing and FOV, glow effects, bunnyhop, and no-flash style helpers driven by runtime settings.
|
||||
Its primary use case is educational game-hacking research and experimentation with external tooling architectures.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a Windows kernel-assisted process dumper that targets protected applications with restricted user-mode handles.
|
||||
It combines a custom driver and user-mode client to copy a process main module from memory and rebuild PE32 or PE64 headers and sections.
|
||||
The implementation is written in C++ and documents practical workflow details for driver loading, dump generation, and handling anti-cheat-protected targets.
|
||||
Its main use case is low-level reverse engineering research focused on protected game binaries and kernel-user interaction patterns.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is an Unreal Engine plugin that provides more accurate server world time synchronization for clients.
|
||||
It is implemented in C++ with Blueprint-compatible integration so multiplayer projects can consume synchronized time values in both code and visual scripting.
|
||||
The plugin is structured for drop-in installation under a project plugins folder and focuses on reducing time drift in networked gameplay logic.
|
||||
Its primary use case is multiplayer game development where reliable shared time is important for simulation, events, and latency-sensitive mechanics.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a basic Win32 executable packer for 32-bit PE files.
|
||||
It is written in C++ and integrates a companion compression component to reduce payload size before rebuilding the packed executable.
|
||||
The repository includes Visual Studio solution files, command-line usage guidance, and an extension branch that demonstrates self-validation ideas.
|
||||
Its main use case is learning PE packing concepts for reverse engineering, binary protection experiments, and unpacking research.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a Cheat Engine plugin that exposes memory editing and process control features through an AI-oriented command channel.
|
||||
It is implemented in C with Lua integration and uses asynchronous TCP communication to receive and execute remote instructions without blocking the host interface.
|
||||
The plugin supports a broad command set for memory read and write operations, freezing values, disassembly and assembly tasks, process management, and DLL injection actions.
|
||||
Its primary use case is automating game memory research workflows from external tooling and experimenting with AI-assisted Cheat Engine control.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a Python-based save editor for Palworld that lets users edit and generate companion data entries.
|
||||
It provides a desktop workflow for loading save files, modifying attributes, cloning entities, and writing updated data back to disk.
|
||||
The repository includes source scripts, build helpers, and packaged assets for running directly or compiling a Windows executable.
|
||||
Its primary use case is game save modding and controlled experimentation with structured save data formats.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a full source release of a Counter-Strike: Global Offensive cheat framework intended as a learning codebase.
|
||||
It is built in C++ and includes core modules for aiming logic, visuals, configuration handling, and in-game menu integration.
|
||||
The repository ships project files and supporting UI components, emphasizing that users should build and study the code rather than treat it as a ready binary.
|
||||
Its main use case is educational game security research and exploration of cheat architecture in legacy Source-engine titles.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is an Unreal Engine 5.2 gameplay prototype that implements a fuse mechanic through an actor component.
|
||||
It uses C++ and Blueprint-ready systems to pick up objects, align sockets, project placement previews, and create physics constraints with Chaos.
|
||||
The implementation includes socket proximity matching, clipping checks, constrained attachment behavior, and debug visualization hooks for testing interactions.
|
||||
Its primary use case is game mechanic prototyping and technical exploration of physics-driven object combination systems.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a Windows-focused security toolkit written in Go to harden programs against analysis and tampering.
|
||||
It includes anti-debug, anti-virtualization, anti-DLL-injection, and hook-detection modules organized as reusable internal components.
|
||||
The code relies on low-level Windows API interactions to detect suspicious runtime conditions and raise defensive signals.
|
||||
Its primary use case is defensive research and adding anti-reverse-engineering checks to security-sensitive Go applications.
|
||||
@@ -0,0 +1,4 @@
|
||||
This project is a C++ research collection for extracting data from files that are locked by other running processes.
|
||||
It demonstrates several techniques, including stealing memory-mapped section handles, duplicating and closing remote handles, and related lock-bypass workflows.
|
||||
The examples target scenarios like reading browser databases without stopping the browser, highlighting low-noise file acquisition behavior.
|
||||
Its primary use case is authorized security research and forensics focused on understanding file-lock evasion and info-stealer tradecraft.
|
||||
Reference in New Issue
Block a user