xiaohongshu
xiaohongshu
game-hacking-techniques
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.
Full skill instructions
This skill covers game hacking techniques documented in the awesome-game-security collection, including memory manipulation, rendering overlays, input simulation, and exploitation methods.
- World-to-Screen transformation
- Player/entity rendering
- Box ESP, skeleton ESP
- Item highlighting
- Radar/minimap hacks
- Aimbot algorithms
- Triggerbot (auto-fire)
- No recoil/no spread
- Bullet prediction
- Silent aim
- Speed hacks
- Fly hacks
- No clip
- Teleportation
- Bunny hop automation
- Wallhacks
- Skin changers
- Unlock all
- Economy manipulation
- OpenProcess + ReadProcessMemory
- NtReadVirtualMemory
- Memory-mapped files
- Shared memory sections
- Driver-based access
- Physical memory access
- MDL-based copying
- KeStackAttachProcess
- DMA (Direct Memory Access)
- EFI runtime services
- Hypervisor-based access
- Hardware-based (FPGA)
// Data pointer swap example
NtUserGetObjectInformation
NtConvertBetweenAuxiliaryCounterAndPerformanceCounter
Win32k syscall hooks
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;
}
1. Pattern scan for signatures
2. Read game memory externally
3. Process data in separate process
4. Render overlay or use input simulation
1. Inject into game process
2. Hook rendering functions
3. Access game objects directly
4. Render through game's graphics context
xiaohongshu
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