Merge pull request #111 from gmh5225/cursor/awesome-game-security-descriptions-2369

Awesome game security descriptions
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gmh5225.eth
2026-02-25 12:24:19 +08:00
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This project provides the core source code of an open-source Croteam game engine used by the classic Serious Sam generation. It is mostly written in C and C++ and includes major subsystems for rendering, world and brush editing, entities, networking, math, audio integration, and scripting support. The tree also includes Visual Studio project files and third-party media libraries such as Ogg and Vorbis for asset and sound handling. It is mainly useful for engine programmers, reverse engineers, and modders who want to study or extend legacy FPS engine internals.
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This project is a desktop editor for Unity .assets and AssetBundle files across multiple engine versions. It is implemented mainly in C++ with a Win32-based interface, CMake build support, and a plugin architecture. Included plugins handle textures, text assets, audio clips, meshes, and raw resource data import and export to common formats such as PNG, WAV, OBJ, and DAE. Its primary use case is Unity modding, asset inspection, and game content research workflows.
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This project is an Android application virtualization framework for running and managing cloned apps in an isolated container. It is primarily written in Java with Android XML resources, plus native C and C++ components for low-level hooks and runtime interception. The codebase integrates Xposed compatibility and SandHook-based instrumentation modules, along with virtual package, process, and component management. It is aimed at mobile reverse engineering, app behavior analysis, and multi-instance sandbox use cases.
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This archive is a lightweight placeholder that only contains a license file and a short notice pointing to a newer maintained location. No implementation source code is included in this snapshot, so there are no technical features to analyze directly. The content suggests it is kept for historical continuity rather than active development. It is mainly useful as a reference marker when tracking older tooling links in game security collections.
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This project is a Windows graphics hook that injects a Dear ImGui overlay into applications using multiple rendering backends. It is written in C++ and targets Direct3D 9, 10, 11, and 12 with partial Vulkan support through backend-specific hook implementations. The code integrates common hooking components and input handling so users can toggle an in-process UI menu after DLL injection. It is primarily used for game overlay prototyping, debugging interfaces, and rendering pipeline research.
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This project is a lightweight command-line debugger for Android ARM64 built on eBPF rather than traditional ptrace attachment. It is implemented mainly in Go with supporting C and eBPF components and provides a GDB-like interactive workflow with breakpoint, memory, register, and thread inspection commands. Its file-plus-offset breakpoint model is designed for fast startup and stronger resistance to anti-debug interference in protected apps. It targets mobile reverse engineering and game security analysis on rooted devices with modern kernels.
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This project is a hybrid Windows kernel driver emulator that combines emulated and native execution paths for difficult analysis targets. It is largely C++ code and includes components for PE loading, exception handling, kernel dump integration, anti-detection logic, and execution monitoring. The architecture is designed to improve visibility into rootkit and anti-cheat style drivers that resist conventional debugging environments. It is aimed at advanced malware, anti-cheat, and low-level reverse engineering research.
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This project is a C++ framework for compile-time and runtime-style obfuscation of constants, variables, and strings. It focuses on XOR-based data transformations that make static inspection of embedded values harder in compiled binaries. The repository includes example outputs and helper structures to integrate obfuscation patterns into normal application code. Its primary use case is software hardening experiments and anti-analysis techniques in security-sensitive code.
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This project is a Windows Unreal Engine dumper and SDK generator for specific UE4 versions. It is implemented in C++ and uses process memory access, pattern scanning, and engine structure parsing to locate name and object data at runtime. It outputs names, objects, and generated SDK headers for inspected game builds, with configuration-driven version handling. It is intended for Unreal game reverse engineering and tooling development in game security research.
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This project is a framework for building Android ARM64 uprobe hooks with eBPF modules. It uses Go for orchestration and C for eBPF hook logic, with wrappers for reading and writing memory, logging, and submitting custom event data. Users configure target package and library offsets, then implement on-enter and on-leave handlers for instrumentation or behavior modification. It is mainly aimed at rooted-device dynamic analysis, mobile game research, and lightweight runtime tracing.
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This project provides a VisualUEFI-style development setup configured for Clang and DWARF debugging information. It combines C and C++ UEFI sample code with EDK2-related projects and Visual Studio tooling to build firmware applications. The workflow is designed for source-level debugging on Windows through VMware and remote GDB frontends such as CLion. It is useful for firmware developers and security researchers studying UEFI internals and boot-time behavior.
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This project is a pure C binary packer for ELF and PE executables. It supports multiple packing methods such as section insertion, code cave techniques, and text-section infection, with XOR and AES-based encryption options. The codebase includes low-level loader and assembly components for unpacking behavior at runtime. It is mainly used for reverse engineering practice, obfuscation experiments, and defensive research on packed binaries.
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This project is a tutorial-driven codebase that walks through building a custom x86 hypervisor step by step. It contains C, C++, and assembly examples split across progressive parts covering VMX setup, VMCS management, EPT translation, and virtualization of running systems. The repository pairs practical source code with staged learning material to explain modern hardware virtualization internals. It is primarily for low-level systems programmers and security researchers learning hypervisor-based analysis techniques.
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This project is a proof-of-concept Windows kernel-to-usermode communication mechanism based on swapping a kernel .data pointer. It is written in C++ with separate kernel driver and usermode components, and includes pattern scanning plus helper routines for memory operations and process base lookup. The approach emphasizes high-speed message and read-write style communication but carries stability risks on protected systems. It is intended for kernel research and anti-cheat related experimentation rather than production deployment.
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This project is a Windows kernel proof of concept for bypassing anti-cheat self-integrity checks by manipulating call hierarchy and memory reads. It is implemented in C++ with some assembly, and hooks selected verification routines to redirect inspection toward a cleaned image copy. The code monitors module load events, tracks EasyAntiCheat driver memory boundaries, and spoofs stack and register references during integrity-related accesses. It targets anti-cheat reverse engineering and defensive understanding of integrity verification paths.