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https://github.com/gmh5225/awesome-game-security
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Add archived repository descriptions for Exo1i-Fatmike batch
Co-authored-by: gmh5225.eth <gmh5225@users.noreply.github.com>
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This project is a Magisk module that automatically launches a stealth-modified Frida server at Android boot time. It includes module scripts for Magisk-based installation and service lifecycle management, plus a small C++ utility for update metadata and server downloads. A web UI built with HTML and JavaScript provides start/stop control, status display, and custom parameter input. It targets mobile reverse engineering and security testing workflows where persistent instrumentation and reduced detection are important.
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This project is a Windows kernel driver-hiding proof of concept for x64 systems. It uses ETW-related symbol discovery to locate MiProcessLoaderEntry and removes DriverObject->DriverSection in a PatchGuard-aware way. The code also erases driver-identifying artifacts after load by running cleanup logic in a separate thread. Its primary use case is anti-cheat evasion research and low-level study of driver forensic footprints.
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This project is a Windows kernel demo that invokes user-mode routines through KeUserModeCallback. The driver creates a device interface, receives IOCTL requests, and prepares callback arguments and shellcode stubs for both 32-bit and 64-bit paths. It walks process structures such as the PEB and module export tables to resolve user32 and MessageBoxA before dispatching the callback. It is mainly for kernel-to-user transition research and understanding callback-based code execution primitives.
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This project is a kernel and user-mode proof of concept that swaps a function pointer inside NtCompareSigningLevels to build covert driver communication. It is implemented in C and C++ as a paired Windows driver and userland controller. The repository explicitly marks the approach as abandoned because PatchGuard makes it unstable for practical use. It is most useful as historical anti-cheat bypass research on signing-level hook surfaces and their limitations.
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This project is a Java memory utility library for rooted Android processes. It exposes APIs for range search, offset filtering, value reads, writes, and periodic freeze writes across /proc memory maps. The code includes helper classes for data conversion, map parsing, and a small socket server thread for exposing memory values. Its main use case is game memory experimentation and automation on Android devices.
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This project is a cross-platform C++ game engine with an ECS-oriented architecture. It targets modern graphics backends such as Vulkan, DirectX 12, and Metal, and provides editor and runtime modules with a CMake and Conan based build workflow. The repository combines engine code with tooling and frontend components, including Qt and web-stack dependencies, for production-style development workflows. It is aimed at game development teams and rendering researchers who need a full engine framework rather than a cheat-focused toolkit.
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This project is a compact signature dump for locating key Unreal Engine and game-specific offsets. It provides byte patterns for objects and routines such as world pointers, name pools, event dispatching, visibility checks, and aiming-related functions. The content is plain text and intended for manual or scripted updater pipelines. Its primary use case is maintaining external or internal game analysis tools that rely on fast offset updates.
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This repository currently serves as a deprecation notice rather than an active codebase. The archive contains only a short README message stating that the project was removed and the related community channel was dissolved. No source implementation or tooling remains available in the snapshot. Its practical use is limited to historical context for prior game-security discussions.
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This project is a real-time 3D software renderer that runs entirely on the CPU. It is written in C++17 with SDL2 and includes rasterization, depth testing, multiple shading models, post-processing effects, and OBJ and TGA asset support. The engine offers both scalar and SIMD paths, thread-pool based triangle work distribution, and interactive camera and HUD controls. It is primarily intended for graphics education and low-level rendering performance research.
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This project is a Windows x64 kernel memory layout scanner focused on drivers, processes, and section objects. Implemented in C for WDK and Visual Studio, it scans kernel memory regions to enumerate structures such as DRIVER_OBJECT, LDR entries, and related file objects. The notes discuss behavior differences across Windows 7 through Windows 10 and include updates for stability fixes. Its main use case is kernel forensics and anti-cheat-oriented memory structure research.
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This project is an open-source Python deobfuscation and analysis framework with both GUI and CLI interfaces. It supports multiple Python obfuscators and includes analyzers for packed artifacts, hash and string inspection, behavior monitoring, and process-integrated code execution. The core is written in Python with a PySide6 interface, plus native helper components for injection and hook-assisted tooling on Windows. It is designed for malware analysts and reverse engineers who need practical Python unpacking and inspection workflows.
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This project is a C++ collection of host-based code injection techniques for Windows. It includes around two dozen PE, DLL, and shellcode injection implementations such as hollowing variants, callback-based methods, and loader abuse paths. Build scripts organize each technique as a separate executable and include compatibility notes across 32-bit, 64-bit, WoW64, and multiple Windows versions. The primary audience is security researchers studying offensive tradecraft and defensive detection coverage.
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This project is a Windows kernel-mode manual mapper proof of concept written in C. It hooks a kernel function pointer to receive mapping requests, copies PE images into executable kernel memory, and resolves imports and relocations before calling the entry point. The code is structured as a Visual Studio driver project with helper utilities for pattern scanning and protected memory writes. Its main use case is low-level research into driver loading techniques used in anti-cheat evasion experiments.
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This project is a small optimizing virtual machine and runtime with JIT compilation. It is implemented in C11, integrates Cuik TB for code generation, and includes Lua-based test and benchmark programs. The build system uses GNU Make and targets multiple platforms including desktop environments and WebAssembly. It is primarily aimed at VM, compiler, and runtime performance experimentation.
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This project is a Windows x64 PE packer that compresses executables with LZMA and runs them through a custom loader stub. Written mainly in C++, it supports both resource-based and section-based packing, icon and manifest handling, and robust relocation, import, and TLS processing. The solution includes helper tooling to embed loader stubs and automate post-build integration. Its primary use case is executable protection research and manual-mapping style loader experimentation.
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