game-engine-resources
Provides access to game engine source code, plugins, and architectural guides for development and reverse engineering.
Install
mkdir -p .claude/skills/game-engine-resources && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/1128" && unzip -o skill.zip -d .claude/skills/game-engine-resources && rm skill.zipInstalls to .claude/skills/game-engine-resources
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
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.Key capabilities
- →Locate engine source code references
- →Guide plugin development
- →Research anti-cheat protection patterns
- →Navigate engine architecture documentation
How it works
Queries a collection of engine research resources to provide architecture-specific guides.
Inputs & outputs
When to use game-engine-resources
- →Researching source code for Unity or Unreal Engine
- →Developing plugins for game engines
- →Studying engine architecture for custom game tools
- →Exploring anti-cheat and protection mechanisms
About this skill
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 > GuideGame Engine > SourceGame Engine Plugins:UnrealGame Engine Plugins:UnityGame Engine Plugins:GodotGame Engine Plugins:LumixGame Engine DetectorCheat > SDK CodeGenCheat > Game Engine Explorer:UnrealCheat > Game Engine Explorer:UnityCheat > Game Engine Explorer:SourceAnti Cheat > Game Engine Protection:UnrealAnti Cheat > Game Engine Protection:UnityAnti Cheat > Game Engine Protection:SourceGame 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.gitsuffix). - 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.
When not to use it
- →Standard game development that does not touch engine internals
- →Simple gameplay scripting
Limitations
- →Access to source may require specific vendor accounts
- →Focuses on internals, not gameplay logic
How it compares
Aggregates low-level internal and security research resources rather than gameplay tutorials.
Compared to similar skills
game-engine-resources side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| game-engine-resources (this skill) | 14 | 3mo | No flags | Advanced |
| unity-developer | 142 | 3mo | No flags | Advanced |
| add-api | 6 | 3mo | No flags | Advanced |
| dev_unity_unreal | 0 | 6mo | No flags | Advanced |
Try saying
Example prompts that trigger this skill in your AI assistant.
More by gmh5225
View all by gmh5225 →You might also like
unity-developer
sickn33
Build Unity games with optimized C# scripts, efficient rendering, and proper asset management. Masters Unity 6 LTS, URP/HDRP pipelines, and cross-platform deployment. Handles gameplay systems, UI implementation, and platform optimization. Use PROACTIVELY for Unity performance issues, game mechanics, or cross-platform builds.
add-api
mono
Add new C# APIs to SkiaSharp by wrapping Skia C++ functionality. Structured 6-phase workflow: C++ analysis → C API creation → submodule commits → binding generation → C# wrapper → testing. Triggers: - Issue classified as "New API" (after fetching and classification) - Direct request: "add DrawFoo method", "expose SkSurface::draw", "wrap sk_foo_bar" - Keywords: "add API", "expose function", "wrap method", "create binding for"
dev_unity_unreal
AllurinsX
dev_unity_unreal — an agent skill by AllurinsX.
arm-cortex-expert
sickn33
Senior embedded software engineer specializing in firmware and driver development for ARM Cortex-M microcontrollers (Teensy, STM32, nRF52, SAMD). Decades of experience writing reliable, optimized, and maintainable embedded code with deep expertise in memory barriers, DMA/cache coherency, interrupt-driven I/O, and peripheral drivers.
graphics-api-hooking
gmh5225
Guide for graphics API hooking and rendering techniques for DirectX, OpenGL, and Vulkan. Use this skill when working with graphics hooks, overlay rendering, shader manipulation, or game rendering pipeline analysis.
idapython
mrexodia
IDA Pro Python scripting for reverse engineering. Use when writing IDAPython scripts, analyzing binaries, working with IDA's API for disassembly, decompilation (Hex-Rays), type systems, cross-references, functions, segments, or any IDA database manipulation. Covers ida_* modules (50+), idautils iterators, and common patterns.