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https://github.com/gmh5225/awesome-game-security
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Add 15 repository descriptions for U-to-V batch
Co-authored-by: gmh5225.eth <gmh5225@users.noreply.github.com>
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This project is a proof of concept for CVE-2025-7771 in the ThrottleStop driver, showing arbitrary physical memory and I/O port access from user mode. It documents vulnerable IOCTL handlers for memory read/write and port read/write operations. The implementation is written in C and includes helper routines for virtual-to-physical translation and basic EPROCESS-based checks on Windows. It is primarily aimed at Windows kernel security research, vulnerable-driver analysis, and anti-cheat threat modeling.
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This project demonstrates a kernel-mode notify routine hijacking method using a dedicated thread approach. It is a compact Visual Studio C++ proof of concept focused on low-level callback manipulation. The repository provides a minimal driver sample and a short showcase for understanding the technique flow. It is mainly intended for Windows kernel internals study and anti-cheat or EDR evasion research.
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This project presents a kernel-to-user communication method based on shared buffers and FlushFileBuffers-triggered IRP handling. It demonstrates hooking IRP_MJ_FLUSH_BUFFERS to process commands without relying on a persistent worker thread. The code is split into C++ kernel and user-mode components built with Visual Studio. It is useful for researching stealthier driver communication patterns in game security and anti-cheat bypass experiments.
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This project is a Windows tool for browsing and decompiling Unreal Engine package files. It provides UnrealScript decompilation, class and sound export, package dependency inspection, and modding-oriented views such as a structured hex viewer. The application is built with C# on .NET WinForms and targets legacy Unreal package workflows. It is widely used by modders and reverse engineers working with Unreal Engine 1 to 3 era games.
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This project is a scripting and modding framework for Unreal Engine 4 and 5 games. It combines a Lua scripting API, a C++ modding API, blueprint mod loading, live property inspection and editing, and multiple data dumpers. The codebase is centered on modern C++ with supporting tooling for runtime hooks and SDK/header generation. It is designed for advanced mod development, runtime analysis, and Unreal game reverse engineering research.
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This project is a set of .NET libraries for reading Unreal Engine 4 binary asset data. It includes components for opening PAK-based virtual file systems and parsing asset structures and registries. The implementation is primarily in C# and is organized as reusable modules for tooling workflows. It is intended for Unreal asset inspection, modding utilities, and technical research on game content formats.
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This project is a large archival snapshot of an early Source engine codebase with Half-Life 2 era game modules and tools. It contains extensive engine, client, server, rendering, and utility code in C and C++ with legacy Visual Studio project files. The tree includes subsystems such as material and graphics components, game DLL logic, and build scripts for historical Windows toolchains. It is mainly useful as a reference corpus for engine internals study, reverse engineering, and legacy game security research.
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This project is a modern open-source source port of classic DOOM derived from the ZDoom and GZDoom lineage. It adds advanced capabilities such as high-resolution rendering, dynamic lighting, 3D floors, broad mod support, and modern OpenGL and Vulkan backends. The repository is a large cross-platform C and C++ engine codebase built with CMake and community-maintained tooling. It is used by engine developers, mod creators, and researchers analyzing classic FPS technology and mod ecosystems.
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This project is a lightweight C++ wrapper around the KCP reliable UDP protocol. It provides client and server abstractions, callback-driven data handling, and configurable transport parameters for low-latency networking. The library targets C++17 and CMake-based builds across common desktop platforms. It is suitable for game networking prototypes and reliability-layer experimentation in real-time applications.
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This project is the official C# reference source for the Unity engine and editor. It exposes a large portion of Unity's managed-side implementation so developers can inspect API behavior and internal editor workflows. The repository is primarily C# and mirrors Unity's internal source tree layout, but it is distributed under a reference-only license. It is mainly used for engine understanding, debugging, tooling research, and deep technical study of Unity internals.
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This project is an integrated Unity package for authoring, importing, simulating, and rendering strand-based hair. It supports Alembic groom import, procedural generation, GPU-driven simulation constraints, hierarchical LOD, and rendering across built-in, URP, and HDRP pipelines. The implementation combines C# editor/runtime systems with shader code for real-time performance. It is intended for advanced character rendering workflows, digital human production, and real-time graphics research.
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This project provides Unity-focused examples and helper libraries for mobile game test automation. It demonstrates combining Appium and device tooling with in-game instrumentation logs to validate behavior without relying only on fragile image matching. The repository includes sample Unity assets, scripts, and test-side workflows for Android and iOS style pipelines. It is aimed at game QA engineers and developers building automated testing practices for Unity projects.
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This project is a C++ example of hooking Steam's overlay process to draw custom UI elements. It demonstrates intercepting PaintTraverse calls in the VGUI pipeline and using shared memory to communicate render data. The sample also implements fallback shape drawing logic and documents practical constraints of overlay rendering. It is primarily useful for overlay-hook research in game security and anti-cheat related experimentation.
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This project is a basic external framework for Counter-Strike 2 overlay visualization features. It includes examples such as team checks and multiple ESP outputs for box, health, distance, skeleton, and text displays. The code is written in C++ and focuses on overlay-side structure while intentionally omitting memory read/write driver components. It is positioned as an educational starter base for studying external tooling architecture in game security contexts.
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This project documents and implements an ETW-TI kernel bypass technique that toggles provider state from kernel memory. It explains how to locate relevant Windows kernel structures, discover offsets, and modify enable flags using an existing read/write primitive. The repository combines C++ implementation code with detailed WinDbg and IDA-based reverse engineering notes. It is intended for advanced educational research by pentesters and defenders studying EDR bypass methods.
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