game-engine-resources
Guide for game-engine internals, source trees, plugins, and engine-specific security research. Use this skill when researching Unreal, Unity, Source, Godot, custom engines, engine detectors, engine explorers, or engine protection patterns relevant to modding, reverse engineering, and anti-cheat.
DeepseekModel
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v1.0.0
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.skill 文件中 system_prompt 字段的实际内容。
name game-engine-resources description Guide for game-engine internals, source trees, plugins, and engine-specific security research. Use this skill when researching Unreal, Unity, Source, Godot, custom engines, engine detectors, engine explorers, or engine protection patterns relevant to modding, reverse engineering, and anti-cheat. 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. Engine globals, object layouts, metadata formats, and helper APIs vary by engine branch, build configuration, platform, and game modifications. Verify the exact version and binary artifacts; use research-rigor before generalizing signatures or offsets. 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 - Learning resources and tutorials - Architecture documentation - Best practices and style guides Source Code - Complete engine implementations - Subsystem references (renderer, physics, audio) - Plugin and extension examples Plugins & Extensions - ImGui integration for debug UIs - Scripting language bindings (Lua, .NET) - Editor tool plugins Engine Selection Criteria When researching engines for security analysis or development: Target Platform : PC, mobile, console compatibility Source Access : Open source vs proprietary Language : C++, C#, Rust, or scripting Graphics API : DirectX, OpenGL, Vulkan, Metal 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: GUObjectArray / GObjects: registered UObject slots; lifecycle and reachability filtering are still required GNames / FNamePool: name storage; symbol and structure names vary by UE version GWorld (UWorld*): current world context GEngine (UEngine*): engine singleton Memory layout: Common UObject fields include VTable, flags, internal index, class, name, and outer pointers; order, packing, and presence are build-specific Reflected property offsets come from the version-specific class metadata 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: Identify the GitHub repository the user is asking about (owner and repo name from the URL). Construct the archive URL: replace {owner} with the GitHub username/org and {repo} with the repository name (no .git suffix). Fetch the archive file — it contains a full code snapshot with file trees and source code generated by code2prompt . 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: Identify the GitHub repository the user is asking about (owner and repo name from the URL). Construct the description URL: replace {owner} with the GitHub username/org and {repo} with the repository name. Fetch the description file — it contains a short, human-readable summary of the repository's purpose and contents. 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: Description (quick summary) — fetch first for concise context Archive (full code snapshot) — fetch when deeper implementation details are needed README entry — fallback when neither description nor archive is available Compiled wiki Prefer the compiled domain overview at wiki/overviews/game-engine.md (see wiki/index.md and wiki/AGENTS.md ) before re-deriving synthesis from raw README/archive material.
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下载的 .skill 包内含以下字段。
| 字段 | 说明 |
|---|---|
| format | 格式标识(skill/v1) |
| skill_id | 技能唯一 ID |
| name | 技能名称 |
| version | 版本号 |
| description | 技能描述 |
| category | 所属分类(数组) |
| trigger_words | 触发词列表 |
| tags | 标签列表 |
| source | 来源标识 |
| source_url | 来源链接(本页地址) |
| exported_at | 导出时间(每次下载生成) |
| system_prompt | 系统提示词正文 |
| model_config | 模型参数:provider / model / temperature / max_tokens / top_p |
| examples | 示例 |
| install_guide | 各平台导入说明(Coze / Dify / Claude / 自定义框架) |