game-hacking-techniques
Guide for game-hacking technique taxonomy and threat modeling relevant to game security. Use this skill when researching memory access, code injection, overlays, input simulation, engine-specific attack surfaces, or how modern anti-cheat systems constrain user-mode, kernel-mode, hypervisor, and DMA-based cheat implementations.
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name game-hacking-techniques description Guide for game-hacking technique taxonomy and threat modeling relevant to game security. Use this skill when researching memory access, code injection, overlays, input simulation, engine-specific attack surfaces, or how modern anti-cheat systems constrain user-mode, kernel-mode, hypervisor, and DMA-based cheat implementations. Game Hacking Techniques Overview This skill covers game-hacking techniques documented in the awesome-game-security collection, with emphasis on how cheats move from user mode to kernel mode, hypervisors, and DMA when defenders raise the bar. It is best used to understand the offensive side of the threat model that anti-cheat systems are designed to detect. Treat implementations, performance numbers, stealth rankings, and detection claims as versioned threat-model examples rather than guarantees. Use research-rigor when converting them into a factual claim or defensive decision. README Coverage Cheat > Debugging Cheat > Packet Sniffer&Filter Cheat > Packet Capture&Parse Cheat > SpeedHack Cheat > Injection:Windows Cheat > Injection:Linux Cheat > Injection:Android Cheat > Injection:IOS Cheat > Injection:PlayStation Cheat > DLL Hijack Cheat > Hook Cheat > Anti Signature Scanning Cheat > RPM Cheat > DMA Cheat > W2S Cheat > Overlay Cheat > Render/Draw Cheat > UI Interface Cheat > Vulnerable Driver Cheat > Driver Communication Cheat > EFI Driver Cheat > QEMU/KVM/PVE/VBOX Cheat > Wine Cheat > Anti Screenshot Cheat > Spoof Stack Cheat > Hide Cheat > Anti Forensics Cheat > Triggerbot & Aimbot Cheat > WallHack Cheat > HWID Cheat > Bypass Page Protection Cheat > SDK CodeGen Cheat > Game Engine Explorer:* Cheat > Explore UWP Cheat > Explore AntiCheat System:* Cheat > Game:* Cheat > Launcher Abuser Cheat > Linux Kernel Explorer Cheat > Cheat Engine Plugins Some Tricks > Windows Ring0 Some Tricks > Windows Ring3 Some Tricks > Linux Some Tricks > Android Escalation Model User-Mode Read and write process memory Inject DLLs or shellcode Hook graphics or input APIs Kernel-Mode Use signed or vulnerable drivers for direct memory access Bypass handle-based protections and inspect protected processes Interact with callbacks, page tables, or kernel objects directly Below the OS Virtualize the system with a hypervisor Read memory through PCIe DMA hardware Move logic to external devices or secondary machines Core Concepts Memory Manipulation Read Process Memory (RPM) Write Process Memory (WPM) Pattern scanning Pointer chains Structure reconstruction Process Injection DLL injection methods Manual mapping Shellcode injection Thread hijacking APC injection Hooking Techniques Inline hooking (detours) IAT/EAT hooking VTable hooking Hardware breakpoint hooks Syscall hooking Cheat Categories Visual Cheats (ESP) - World-to-Screen transformation - Player/entity rendering - Box ESP, skeleton ESP - Item highlighting - Radar/minimap hacks Aim Assistance - Aimbot algorithms (memory-based and AI visual) - Triggerbot (auto-fire on crosshair detection) - No recoil/no spread - Bullet prediction and lead calculation - Silent aim (server-side angle manipulation) - AI visual aimbot (YOLO-based, no memory access required) AI Visual Cheats (Computer Vision Aimbot) Architecture overview: Screen-capture paradigm — uses frame capture, object detection, and input injection. Some implementations can avoid process attachment, a cheat driver, and direct game-memory reads; that does not make the full pipeline artifact-free. Typical setup: ┌─────────────────┐ screen capture ┌──────────────────┐ │ Gaming PC │ ───────────────────────▶ │ AI Pipeline │ │ Game + OBS │ │ (same PC, or │ │ │ ◀─────────────────────── │ second PC) │ └─────────────────┘ hardware input │ YOLO model │ (KMBox / Logitech) │ TensorRT/CUDA │ └──────────────────┘ Dual-machine variant (maximum isolation): - Machine A (game): only runs game + OBS, sends frames via NDI/capture card - Machine B (cheat): runs AI model, sends mouse commands via USB/network to hardware input device on Machine A - Game machine need not run the model or decision logic, though capture, transport, and input-device artifacts can remain Single-machine variant: - OBS + AI model run on the same PC - AI implemented as OBS filter plugin (looks like "OBS is running") - Mouse output via hardware device or driver-level injection Pipeline stages: 1. Frame Capture: - OBS Game Capture (injects graphics hook DLL into game process) - OBS Window Capture (no injection, uses DXGI Desktop Duplication) - OBS plugin filter form (AI as OBS filter, minimal footprint) - Direct framebuffer copy from GPU output layer (60+ FPS) - Capture card (for dual-machine: HDMI/DP input on cheat PC) 2. AI Object Detection: - Model: YOLOv5 / YOLOv8 / YOLOv10 / YOLO11 (lightweight variants) - Training: fine-tuned on game-specific screenshots (enemy bodies, heads, torsos as labeled bounding boxes) - Input: cropped region around crosshair (320x320 or 640x640) to reduce inference cost - Output: bounding boxes with class (head/body/enemy) + confidence score - Acceleration: TensorRT (NVIDIA), CUDA, DirectML, OpenVINO - Set and measure the latency budget on the target capture path, model, hardware, frame rate, and input transport 3. Coordinate Transform and Aiming Logic: - Convert pixel coordinates to mouse movement delta: delta_x = (target_x - screen_center_x) * sensitivity delta_y = (target_y - screen_center_y) * sensitivity - Target selection: closest to crosshair, highest confidence, head priority, or combined scoring - FOV (Field of View) lock: only engage targets within configurable pixel radius from crosshair center 4. Attempts to mask automated trajectories: - Gradual movement with an acceleration curve instead of an instant snap - Synthetic jitter - Bézier curve or cubic interpolation for path - End-point correction (overshoot then settle) - Configurable engagement probability - Slight intentional offset (not pixel-perfect center-mass) - Variable reaction delay These transformations do not establish human equivalence; repeated parametric behavior can itself become a feature. 5. Mouse Movement Execution: - Hardware input devices (see Input Simulation section below) - Movement commands sent as physical HID reports - The host receives protocol-conformant HID input rather than a user-mode injection API call; device provenance and behavior may still be observable Why OBS specifically: - Legitimate streaming software, used by millions of streamers - Blanket action against OBS-related processes would create substantial collateral impact; process presence alone is not attribution - Game Capture provides fast, low-latency frame access - Plugin system can host filters inside OBS, but loaded plugins, behavior, and surrounding telemetry may still be inspected - Supports D3D11, D3D12, Vulkan, OpenGL capture paths YOLO Model Training Pipeline (for Game AI Aimbot) End-to-end workflow from raw game screenshots to deployed TensorRT model. 1. Data Collection: - Capture game screenshots during actual gameplay (OBS recording or replay) - Capture diverse scenarios: different maps, lighting, character skins, distances, poses, partial occlusion, smoke/flash effects - Determine dataset size from coverage and learning curves; image count alone does not guarantee robustness - Include negative samples (empty scenes, friendlies, environment objects) 2. Annotation / Labeling: - Tools: LabelImg (YOLO format), CVAT (collaborative), Roboflow (cloud), Label Studio, makesense.ai (browser-based) - YOLO format: one .txt per image, each line: <class_id> <center_x> <center_y> <width> <height> (all values normalized to 0-1 relative to image dimensions) - Class definitions (typical): 0: enemy_body (full body bounding box) 1: enemy_head (head-only bounding box, for headshot targeting) 2: friendly (to avoid shooting teammates) - Label head separately from body for head-priority targeting - Quality control: consistent label boundaries, no missed instances 3. Data Augmentation: - Built-in Ultralytics augmentations (mosaic, mixup, copy-paste) - Game-specific augmentations: - Brightness/contrast variation (simulate different map lighting) - Random crop around crosshair area (match inference ROI) - Motion blur (simulate fast movement) - Noise injection (simulate compression artifacts) - Avoid augmentations that distort aspect ratio (characters would look unnatural, hurting accuracy) 4. Training: - Framework: Ultralytics YOLOv8/v10/v11/YOLO11 - Base model: yolov8n.pt or yolov8s.pt (nano/small for speed) or yolo11n.pt for latest architecture - Training command: yolo detect train data=game_dataset.yaml model=yolov8n.pt epochs=100 imgsz=640 batch=16 device=0 - dataset.yaml structure: path: /path/to/dataset train: images/train val: images/val names: {0: enemy_body, 1: enemy_head, 2: friendly} - Key hyperparameters to tune include input size, learning rate, confidence threshold, NMS IoU threshold, batch size, and augmentation policy - Measure training and inference cost on the exact model, software stack, precision, and target hardware 5. Validation and Testing: - Evaluate mAP@0.5 and mAP@0.5:0.95 on validation set - Choose operating thresholds from precision/recall and downstream error costs; no single mAP cutoff establishes reliable deployment - Test inference speed on target hardware and evaluate held-out maps, skins, patches, capture paths, and hard negatives 6. Export to TensorRT (deployment): - Step 1: Export to ONNX yolo export model=best.pt format=onnx simplify=True opset=17 - Step 2: Convert ONNX to TensorRT engine yolo export model=best.pt format=engine half=True device=0 (half=True enables FP16 precision) - Or use trtexec directly: trtexec --onnx=best.onnx --saveEngine=best.engine --fp16 --workspace=4096 - Benchmark FP16 against FP32 on the exported model; latency, throughput, and accuracy changes are hardware- and graph-specific - INT8 can improve throughput but requires representative calibration data and accuracy validation 7. Runtime Integration: - Load TensorRT engine in C++/Python inference loop - Input: preprocessed frame (resize, normalize, HWC→CHW, float32/16) - Decode the exporter/version-specific output tensor; shapes and NMS placement vary across model and runtime versions - Apply NMS (Non-Maximum Suppression) to deduplicate detections - Select target based on: closest to crosshair + highest confidence - Convert pixel coordinates to mouse delta Alternative acceleration backends: - DirectML (AMD GPUs, Windows native) - OpenVINO (Intel GPUs/CPUs) - ONNX Runtime with CUDA EP (cross-platform) - CoreML (macOS, less common for game cheats) Movement Cheats - Speed hacks - Fly hacks - No clip - Teleportation - Bunny hop automation Miscellaneous - Wallhacks - Skin changers - Unlock all - Economy manipulation Overlay & Rendering Overlay Methods DirectX Hook : D3D9/11/12 Present hook Vulkan Hook : vkQueuePresentKHR hook OpenGL Hook : wglSwapBuffers hook DWM Overlay : Desktop Window Manager External Window : Transparent overlay window Steam Overlay : Hijacking Steam's overlay NVIDIA Overlay : GeForce Experience hijack Rendering Libraries Dear ImGui : Immediate mode GUI GDI/GDI+ : Windows graphics Direct2D : Hardware-accelerated 2D Memory Access Methods User-Mode - OpenProcess + ReadProcessMemory - NtReadVirtualMemory - Memory-mapped files - Shared memory sections Kernel-Mode - Driver-based access - Physical memory access - MDL-based copying - KeStackAttachProcess Advanced Methods - DMA (Direct Memory Access) - EFI runtime services - Hypervisor-based access - Hardware-based (FPGA) EFI/UEFI Cheats Boot-Time Loading - EFI manual map: load unsigned driver payload during UEFI boot phase - ExitBootServices hook: intercept Windows boot to inject kernel code - Runtime DXE drivers: persist across OS boot via EFI runtime services - GetVariable/SetVariable: communicate between EFI and OS runtime EFI-Based Memory Access - Map physical memory via EFI runtime services - Bypass DSE entirely (code runs before Windows kernel loads) - Survive Secure Boot if firmware is compromised or test-signed - Combine with DMA for maximum stealth Detection Challenges - Pre-OS or manually mapped payloads may avoid the normal Windows image-load path, so a corresponding driver image callback need not occur - Artifacts depend on later payload stages; absence from MmUnloadedDrivers or PiDDBCacheTable is not guaranteed - Secure Boot + TPM attestation is primary defense - Firmware integrity measurement (UEFI capsule verification) HWID Spoofing Targets - Disk serial: IOCTL_STORAGE_QUERY_PROPERTY, SMART data - NIC MAC address: NDIS OID_802_3_PERMANENT_ADDRESS - SMBIOS: motherboard serial, system UUID, BIOS vendor - GPU serial: registry-based or NVAPI/ADL queries - Monitor EDID: display serial number - Volume serial: NtQueryVolumeInformationFile - TPM EK: Endorsement Key fingerprint Techniques - Disk filter driver: intercept IOCTL and replace serial in response - Registry value spoofing: modify cached hardware IDs - SMBIOS table patching: modify raw SMBIOS memory region - NIC driver hook: replace MAC in NDIS miniport response - Full HWID spoofer: coordinated spoofing across all identifiers Stack Spoofing Return Address Spoofing - Replace return address on stack before API call - Restore original after call returns - Evades stack-walk-based detection (RtlWalkFrameChain) - Techniques: JMP RBX gadget, synthetic frames, fiber-based Call Stack Reconstruction - Build fake but plausible call stack frames - Match expected module return addresses (ntdll, kernel32) - Evade NtQueryInformationThread stack inspection - Tools: SpoofCallStack, Vulcan, CallStackSpoofer Detection & Evasion - Anti-cheat walks thread stacks looking for non-module returns - Stack unwinding via .pdata / UNWIND_INFO validation - Spoofed stacks must pass RtlVirtualUnwind consistency checks Driver Communication Full Taxonomy (40+ methods in README) IOCTL-based: - Standard DeviceIoControl with custom control codes - Buffered I/O, Direct I/O, METHOD_NEITHER Data pointer swaps (abusing legitimate syscalls): - NtUserGetObjectInformation - NtConvertBetweenAuxiliaryCounterAndPerformanceCounter - NtUserRegisterRawInputDevices - NtGdiGetCOPPCompatibleOPMInformation - NtDxgkGetTrackedWorkloadStatistics - NtUserGetPointerInfoList - NtUserSetInformationThread - NtDCompositionSetChildRootVisual - Win32k syscall hooks Shared memory: - Named shared sections (ZwCreateSection + ZwMapViewOfSection) - Physical memory mapping - Shared event objects for signaling Callback-based: - Registry callbacks (CmRegisterCallbackEx) - Minifilter communication ports (FltCreateCommunicationPort) - Object callbacks with embedded data Unconventional channels: - Named pipes from kernel - Window messages (NtUserPostMessage) - ETW provider channels - Socket from kernel (Winsock Kernel / WSK) - File system filter callbacks - Debugging APIs (DbgPrint interception) World-to-Screen Calculation Basic Formula Vector2 WorldToScreen (Vector3 worldPos, Matrix viewMatrix) { Vector4 clipCoords; clipCoords.x = worldPos.x * viewMatrix[ 0 ] + worldPos.y * viewMatrix[ 4 ] + worldPos.z * viewMatrix[ 8 ] + viewMatrix[ 12 ]; clipCoords.y = worldPos.x * viewMatrix[ 1 ] + worldPos.y * viewMatrix[ 5 ] + worldPos.z * viewMatrix[ 9 ] + viewMatrix[ 13 ]; clipCoords.w = worldPos.x * viewMatrix[ 3 ] + worldPos.y * viewMatrix[ 7 ] + worldPos.z * viewMatrix[ 11 ] + viewMatrix[ 15 ]; if (clipCoords.w < 0.1f ) return invalid; Vector2 NDC; NDC.x = clipCoords.x / clipCoords.w; NDC.y = clipCoords.y / clipCoords.w; Vector2 screen; screen.x = (screenWidth / 2 ) * (NDC.x + 1 ); screen.y = (screenHeight / 2 ) * ( 1 - NDC.y); return screen; } Engine-Specific Techniques Unity (Mono) Assembly-CSharp.dll analysis Mono JIT hooking Il2CppDumper for IL2CPP builds Method address resolution Unity (IL2CPP) GameAssembly.dll analysis Metadata recovery Type reconstruction Native hooking Unreal Engine GObjects/GNames enumeration UWorld traversal SDK generation (Dumper-7) Blueprint hooking Source Engine Entity list enumeration NetVars parsing ConVar manipulation Signature scanning Input Simulation Software Methods SendInput API mouse_event/keybd_event DirectInput hooking Raw input injection Driver-based input (mouclass) Kernel-Level Mouse class service callback Keyboard filter drivers HID manipulation Hardware Input Devices (for AI Visual Cheats) Hardware input devices produce genuine HID reports indistinguishable from ordinary input in the fields of an individual protocol-conformant report. Descriptors, timing, topology, firmware, and gameplay behavior can still provide imperfect signals. KMBox series (KMBox Net, KMBox B Pro, KMBox B+): - Standalone hardware device connected via USB or network - Receives mouse/keyboard commands over TCP/UDP or serial - Generates real USB HID reports to the gaming PC - Gaming PC sees a standard USB mouse, not API-injected input - Network variant enables dual-machine setups - Supports relative movement, absolute positioning, button events - API: simple serial/network protocol for move(dx, dy), click, etc. Arduino / Teensy / STM32 microcontroller:
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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) |