GA

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.zip

Installs 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.
296 chars✓ has a “when” triggerlonger than Claude Code's old 250-char listing cap (fine on current versions)
Advanced

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

You give it
Engine name, technical area (e.g., Rendering), goal
You get back
Relevant documentation, repo links, or pattern guides

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 > 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:

  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:
  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:

  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

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.

SkillInstallsUpdatedSafetyDifficulty
game-engine-resources (this skill)143moNo flagsAdvanced
unity-developer1423moNo flagsAdvanced
add-api63moNo flagsAdvanced
dev_unity_unreal06moNo flagsAdvanced

Try saying

Example prompts that trigger this skill in your AI assistant.

reverse-engineering-tools

gmh5225

Guide for reverse engineering tools and techniques used in game security research. Use this skill when working with debuggers, disassemblers, memory analysis tools, binary analysis, or decompilers for game security research.

73204

game-hacking-techniques

gmh5225

Guide for game hacking techniques and cheat development. Use this skill when researching memory manipulation, code injection, ESP/aimbot development, overlay rendering, or game exploitation methodologies.

42128

mobile-security

gmh5225

Guide for mobile game security on Android and iOS platforms. Use this skill when working with Android/iOS reverse engineering, mobile game hacking, APK analysis, root/jailbreak detection bypass, or mobile anti-cheat systems.

1469

anti-cheat-systems

gmh5225

Guide for understanding anti-cheat systems and bypass techniques. Use this skill when researching game protection systems (EAC, BattlEye, Vanguard), anti-cheat architecture, detection methods, or bypass strategies.

813

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.

725

windows-kernel-security

gmh5225

Guide for Windows kernel security research including driver development, system callbacks, security features, and kernel exploitation. Use this skill when working with Windows drivers, PatchGuard, DSE, or kernel-level security mechanisms.

723

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