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game-engine-resources

Research game-engine internals, source trees, SDK extraction, plugins, and engine-specific security surfaces. Use for Unreal, Unity, Source, Godot, or custom-engine structure rather than generic cheat techniques.

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Repository
NeverSight/NeverD
Letzte Quellaktivität
13. September 2026 um 11:12
Erkannte Sprache von SKILL.md
Englisch
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95
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17

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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
game-engine-resources
description
Research game-engine internals, source trees, SDK extraction, plugins, and engine-specific security surfaces. Use for Unreal, Unity, Source, Godot, or custom-engine structure rather than generic cheat techniques.
# Game Engine Development Resources ## Overview This skill covers game engine development resources from the awesome-game-security collection, including both commercial (Unreal, Unity) and open-source engines. ## README Coverage - `Game Engine > Guide` - `Game Engine > Source` - `Game Engine Plugins:Unreal` - `Game Engine Plugins:Unity` - `Game Engine Plugins:Godot` - `Game Engine Plugins:Lumix` - `Game Engine Detector` - `Cheat > SDK CodeGen` - `Cheat > Game Engine Explorer:Unreal` - `Cheat > Game Engine Explorer:Unity` - `Cheat > Game Engine Explorer:Source` - `Anti Cheat > Game Engine Protection:Unreal` - `Anti Cheat > Game Engine Protection:Unity` - `Anti Cheat > Game Engine Protection:Source` - `Game Develop > MCP server` ## Major Engine Categories ### Unreal Engine - Official documentation and forums - Source code access (requires Epic Games account) - Community guides and tutorials - Plugin development references ### Unity Engine - C# reference source code - Asset store resources - Unity-specific design patterns - VR/AR development guides ### Open Source Engines - **Godot**: Free and open-source, supports GDScript and C# - **Cocos2d-x**: Cross-platform 2D game framework - **CRYENGINE**: High-fidelity graphics engine - **Source Engine**: Valve's game engine (various versions) ### Custom/Educational Engines - Hazel Engine (TheCherno's educational series) - Bevy (Rust-based data-driven engine) - Fyrox (Rust game engine) ## Key Technical Areas ### Rendering - Software renderers for learning - Ray tracing implementations - Shader development tutorials - Post-processing effects ### Mathematics - Linear algebra libraries (GLM, DirectXMath) - Physics simulation (PhysX, Bullet) - Collision detection algorithms ### Networking - Client-server architectures - KCP reliable UDP protocol - Steam networking integration - MMORPG server implementations ## Resource Categories ### Documentation & Guides ```markdown - Learning resources and tutorials - Architecture documentation - Best practices and style guides ``` ### Source Code ```markdown - Complete engine implementations - Subsystem references (renderer, physics, audio) - Plugin and extension examples ``` ### Plugins & Extensions ```markdown - ImGui integration for debug UIs - Scripting language bindings (Lua, .NET) - Editor tool plugins ``` ## Engine Selection Criteria When researching engines for security analysis or development: 1. **Target Platform**: PC, mobile, console compatibility 2. **Source Access**: Open source vs proprietary 3. **Language**: C++, C#, Rust, or scripting 4. **Graphics API**: DirectX, OpenGL, Vulkan, Metal 5. **Community**: Documentation and support quality ## SDK Generation Workflows ### Unreal Engine (Dumper-7) ``` 1. Identify UE version from binary signatures 2. Inject Dumper-7 into running game process 3. SDK output: C++ headers with UObject hierarchy 4. Key structures: UObject, FName, UClass, UFunction, UProperty 5. Generated SDK enables: property access, function calls, blueprint hooks 6. Alternative tools: UnrealDumper, UE4SS (live scripting + SDK dump) ``` ### Unity (IL2CPPDumper) ``` 1. Locate global-metadata.dat + GameAssembly.dll (or libil2cpp.so) 2. Run IL2CPPDumper → outputs: dump.cs, il2cpp.h, script.json 3. Load generated headers into IDA/Ghidra for symbol recovery 4. Key structures: Il2CppClass, MethodInfo, FieldInfo, Il2CppType 5. For Mono builds: directly decompile Assembly-CSharp.dll with dnSpy ``` ### Source Engine (NetVar Parsing) ``` 1. Walk ClientClass linked list from CHLClient 2. For each class, enumerate RecvTable → RecvProp entries 3. Build offset map: class name → property name → offset 4. Example: CCSPlayer → m_iHealth → 0x100 5. Tools: hazedumper, source2gen (Source 2) ``` ## Engine Object Models ### Unreal Engine ``` Core hierarchy: UObject → UField → UStruct → UClass UObject → AActor → APawn → ACharacter → APlayerCharacter Key globals: GObjects (TUObjectArray): all live UObject instances GNames (TNameEntryArray): FName string pool GWorld (UWorld*): current world context GEngine (UEngine*): engine singleton Memory layout: UObject header: VTable, ObjectFlags, InternalIndex, ClassPrivate, NamePrivate, OuterPrivate Properties follow at offsets defined in UClass::PropertySize ``` ### Unity (IL2CPP) ``` Core structures: Il2CppDomain → Il2CppAssembly → Il2CppImage → Il2CppClass Il2CppClass: fields, methods, vtable, static_fields pointer Key patterns: il2cpp_domain_get() → domain singleton il2cpp_class_from_name() → class lookup by namespace + name il2cpp_runtime_invoke() → call managed methods from native Metadata: global-metadata.dat contains string pool, type definitions, method signatures Encrypted metadata in some protected games (requires custom decryptor) ``` ### Source Engine ``` Core systems: Entity list: IClientEntityList → GetClientEntity(index) ConVar system: ICvar → FindVar("sv_cheats") NetVars: RecvTable hierarchy for network-replicated properties Key interfaces (accessed via CreateInterface export): IVEngineClient, IClientEntityList, IEngineTrace ISurface, IPanel (for overlay rendering in Source) ``` ## MCP Servers for Game Development ``` The README's > MCP server subcategory includes servers relevant to game engine workflows: - Unreal Engine MCP: AI agent controls UE editor (spawn actors, modify properties, blueprints) - Unity MCP: AI agent interacts with Unity editor and C# scripting - Godot MCP: AI agent controls Godot editor and GDScript These complement the RE-focused MCP tools (see reverse-engineering skill) by enabling AI-assisted game development and rapid prototyping. ``` ## Security Research Focus For game security research, understanding engine internals helps with: - Memory layout and object structures - Rendering pipeline hooks - Network protocol analysis - Anti-cheat integration points --- ## Data Source **Important**: This skill provides conceptual guidance and overview information. For detailed information use the following sources: ### 1. Project Overview & Resource Index Fetch the main README for the full curated list of repositories, tools, and descriptions: ``` https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/README.md ``` The main README contains thousands of curated links organized by category. When users ask for specific tools, projects, or implementations, retrieve and reference the appropriate sections from this source. ### 2. Repository Code Details (Archive) For detailed repository information (file structure, source code, implementation details), the project maintains a local archive. If a repository has been archived, **always prefer fetching from the archive** over cloning or browsing GitHub directly. **Archive URL format:** ``` https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/{owner}/{repo}.txt ``` **Examples:** ``` https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/ufrisk/pcileech.txt https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/000-aki-000/GameDebugMenu.txt ``` **How to use:** 1. Identify the GitHub repository the user is asking about (owner and repo name from the URL). 2. Construct the archive URL: replace `{owner}` with the GitHub username/org and `{repo}` with the repository name (no `.git` suffix). 3. Fetch the archive file — it contains a full code snapshot with file trees and source code generated by `code2prompt`. 4. If the fetch returns a 404, the repository has not been archived yet; fall back to the README or direct GitHub browsing. ### 3. Repository Descriptions For a concise English summary of what a repository does, the project maintains auto-generated description files. **Description URL format:** ``` https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/{owner}/{repo}/description_en.txt ``` **Examples:** ``` https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/00christian00/UnityDecompiled/description_en.txt https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/ufrisk/pcileech/description_en.txt ``` **How to use:** 1. Identify the GitHub repository the user is asking about (owner and repo name from the URL). 2. Construct the description URL: replace `{owner}` with the GitHub username/org and `{repo}` with the repository name. 3. Fetch the description file — it contains a short, human-readable summary of the repository's purpose and contents. 4. If the fetch returns a 404, the description has not been generated yet; fall back to the README entry or the archive. **Priority order when answering questions about a specific repository:** 1. Description (quick summary) — fetch first for concise context 2. Archive (full code snapshot) — fetch when deeper implementation details are needed 3. README entry — fallback when neither description nor archive is available
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