awesome-game-security is a curated collection focused on security research for games and game software, including cheating, anti-cheat systems, debugging, and anti-debugging. It is intended for security researchers and developers studying or building game-protection tools. The catalogue entries provide skills for AI coding agents related to the repository’s security workflows.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add gmh5225/awesome-game-security --skill graphics-apigit clone --depth 1 https://github.com/gmh5225/awesome-game-securityWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gmh5225/awesome-game-security/graphics-api)<a href="https://agentmods.dev/skills/gmh5225/awesome-game-security/graphics-api"><img src="https://agentmods.dev/badge/skills/gmh5225/awesome-game-security/graphics-api/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gmh5225/awesome-game-security/graphics-api"><img src="https://agentmods.dev/badge/skills/gmh5225/awesome-game-security/graphics-api.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Memory Poisoning · line 419 Skill manipulates agent memory, state, or stored context. Memory corruption can alter personality, override safety rules, or cause unpredictable behavior.Fix: Protect agent memory and state from modification by untrusted content. Use read-only memory for critical instructions and validate all state changes.
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00043 | $0.00221 |
| Opus 5.5 | $0.00017 | $0.00088 |
| Sonnet 5.5 | $0.00009 | $0.00044 |
| Haiku 4.5 | $0.00004 | $0.00022 |
Grade A, and why
graphics-api-hooking scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
Graphics API hooking and rendering
Record the API, backend, driver, compositor, capture path, synchronization model, and tool version before interpreting rendering evidence.
Topic routing
- APIs and rendering for DirectX, OpenGL, Vulkan, hook points, swap chains, and ImGui.
- Overlays, capture, and measurement for overlay methods, shaders, screenshots, OBS, profiling, and anti-detection claims.
- Repository resources and repository map for source selection.
Use game-hacking-techniques for the broader attacker model and game-engine-resources for engine-owned rendering structures. Separate observed capture behavior from assumed anti-cheat enforcement.
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago Changed · -539 lines · -47 tokens per session 17f54ccd2c23
- 1mo ago Changed · +55 lines · +26 tokens per session 04eb02170c2b
- 1mo ago First seen · 501 lines · 64 tokens per session scan A ca6521798b0c
graphics-api-hooking is a skill published in the GitHub repository gmh5225/awesome-game-security (3,628 stars, last pushed today), licensed MIT. It adds 43 tokens to every session and 221 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
diagnosing-bgs-problems
A symptom-first guide for investigating crashes, frame-rate drops, stuttering, freezes, and startup failures in Bethesda Game Studios games with mods.
xedit-conflict-audit
Use when auditing conflicts in a Bethesda plugin set — determining for a record (or a plugin's records) which override wins, what the conflict label is, what references it, and whether the configuration is safe or breaking.
adv-debug
Debug and analyze an ADV.JS project using deterministic checks. Use when validating scripts, resolving missing character or scene references, finding dead branches or orphan scenes, measuring route coverage, inspecting compiled project context, or replaying a failing narrative path.
godot-runtime-mcp
Inspect, debug, and safely operate a live Godot 4 .NET game through Godot Runtime MCP or the godot-runtime-cli. Use for scene-tree exploration, node and property inspection, signals, logs, screenshots, runtime method calls, and explicit scene/property changes. Also use when setting up the Godot runtime backend…
wave8-dependency-complete-editor-only-fence
Use state.Dependency.Complete() only as an editor-mode diagnostic fence to inspect intermediate job state, never as a production pattern for forcing job completion.
wave8-ecb-system-group-mismatch
Identify and fix bugs caused by using an ECB from the wrong system group, resulting in structural change commands executing at the wrong frame boundary.