MemoryEngine 1.4.9
See the version list below for details.
dotnet add package MemoryEngine --version 1.4.9
NuGet\Install-Package MemoryEngine -Version 1.4.9
<PackageReference Include="MemoryEngine" Version="1.4.9" />
<PackageVersion Include="MemoryEngine" Version="1.4.9" />
<PackageReference Include="MemoryEngine" />
paket add MemoryEngine --version 1.4.9
#r "nuget: MemoryEngine, 1.4.9"
#:package MemoryEngine@1.4.9
#addin nuget:?package=MemoryEngine&version=1.4.9
#tool nuget:?package=MemoryEngine&version=1.4.9
MemoryEngine 🚀
A high-performance, modular Game Hacking & Memory Manipulation Framework written in C# (.NET 6.0+). Supports internal & external tooling, thread-safe offset management, pattern scanning, ICED detours, MinHook detours, event caves, and Windows Forms ESP overlays.
🛠 Features & API Surface
Engine (Engine.cs)
- Process Connection & Safety: Automatic handle cleanup,
IDisposableimplementation, administrator privilege checking. - Reading:
ReadByte,ReadBool,ReadInt16,ReadUInt16,ReadInt32,ReadInt,ReadUInt32,ReadInt64,ReadUInt64,ReadFloat,ReadDouble,ReadString,ReadPointer,ReadPointerChain - Writing:
WriteByte,WriteBool,WriteInt16,WriteUInt16,WriteInt32,WriteInt,WriteUInt32,WriteInt64,WriteUInt64,WriteFloat,WriteDouble,WriteString - Generics:
Read<T>()/Write<T>()for unmanaged structs (e.g.,Vector3). - Patching & Utilities:
Nop(address, length),Patch(address, bytes),GetModuleInfo(moduleName) - Freezing: Thread-safe constant memory writing via
FreezeMemory,FreezeInt,FreezeFloat,FreezeBool, andUnfreezeMemory.
<details> <summary><b>📁 Core Module</b></summary>
- OffsetManager.cs
- Thread-safe (
ConcurrentDictionary) offset registry with runtime caching and JSON config support. - Supports
Absolute,ModuleRelative,PointerChain,Pattern,InstructionRelative(RIP-relative x64), andDynamicExpression(Lambda) types. - Methods:
AddAbsolute,AddModuleRelative(supports Hex strings),AddPointerChain,AddPattern,AddInstructionRelative,AddStructMember,AddDynamic,Resolve,ResolveAllAsync,ExportToJson,LoadFromFile.
- Thread-safe (
- PatternScanner.cs
- High-performance AOB signature scanning with wildcard mask support (
?/??). - Methods:
FindPattern(moduleName, pattern),FindPattern(baseAddress, regionSize, pattern).
- High-performance AOB signature scanning with wildcard mask support (
- MemoryAccess.cs
- Native Win32 P/Invoke wrappers (
OpenProcess,ReadProcessMemory,WriteProcessMemory,VirtualAllocEx,VirtualProtectEx,VirtualFreeEx,CloseHandle).
- Native Win32 P/Invoke wrappers (
- HookInfo.cs
- Data container for active detours (
HookAddress,CaveAddress,OriginalBytes). </details>
- Data container for active detours (
<details> <summary><b>📁 External Module</b></summary>
- ExternalHooking.cs
- Out-of-process assembly detours and code caves using the Iced x86/x64 assembler.
- Methods:
ApplyDetour,ApplyAobDetour,GetOrCreateCave,RegisterSymbol,AllocateVariable<T>,InjectJMP,ReturnEarly,RemoveHook,RemoveAll. </details>
<details> <summary><b>📁 Internal Module</b></summary>
- InternalHooking.cs & SharedMemoryBridge.cs
- In-process hook management using MinHook and Iced.
- Background event loop cave execution via shared memory bridges.
- Methods:
ApplyStandardHook<T>,ApplyCodeCave,ApplyEventCave,SharedMemoryBridge.Read(),SharedMemoryBridge.ResetFlag(). </details>
<details> <summary><b>📁 Game Module</b></summary>
- ViewMatrix.cs
- Allocation-free 4x4 matrix projection for 3D World to 2D Screen transformations (
WorldToScreen). - Supports Column-Major layout, Depth range adjustment, and Y-axis inversion via
MatrixSettings.
- Allocation-free 4x4 matrix projection for 3D World to 2D Screen transformations (
- EntityManager.cs (
Entity)- Universal entity data model with position vector, health, pitch/yaw, and dynamic
CustomDatadictionary extensions.
- Universal entity data model with position vector, health, pitch/yaw, and dynamic
- AimbotMath.cs
- Calculates Pitch & Yaw angles to target entities. Includes frame-velocity target prediction (
CalculateAngle,ClearHistory).
- Calculates Pitch & Yaw angles to target entities. Includes frame-velocity target prediction (
- GameFunctionCaller.cs
- Remote function execution via thread creation (
CallVoidFunction). </details>
- Remote function execution via thread creation (
<details> <summary><b>📁 Overlay Module</b></summary>
- ESP.cs (ESPOverlay)
- Hardware-accelerated, click-through, transparent Windows Forms overlay running on a background STA thread.
- Thread-safe data transfer via
EspData.LockObjectandEspData.Enemies. - Configurable rendering via
EnemyScreenData(HeadPos,FeetPos,Distance,BoxColor,CustomText). </details>
🚀 Usage Examples
Initialization & Dynamic Offset Resolution
using System;
using MemoryEngine;
using MemoryEngine.Core;
// 1. Setup OffsetManager with fluent registration
var offsets = new OffsetManager()
.AddPointerChain("Health", "ac_client.exe", "0x109B74", new[] { 0xF8 })
.AddModuleRelative("LocalPlayer", "ac_client.exe", "0x109B74")
.AddPattern("AmmoPattern", "ac_client.exe", "FF 0E 5F 5E 8B E5 5D C3");
// 2. Attach Engine
using var engine = new Engine("ac_client");
// 3. Resolve runtime target addresses
IntPtr healthAddr = offsets.Resolve("Health", engine);
// 4. Read & Write
int currentHealth = engine.ReadInt(healthAddr);
engine.WriteInt(healthAddr, 100);
// 5. Freeze memory value
engine.FreezeInt(healthAddr, 100);
Hardware Overlay Rendering (ESP)
using System.Collections.Generic;
using System.Drawing;
using System.Numerics;
using MemoryEngine.Overlay;
// Launch transparent overlay thread
ESP.Launch();
// Inside your main game loop: Update rendered frames
var frameData = new List<EnemyScreenData>
{
new EnemyScreenData
{
HeadPos = new Vector2(960, 300),
FeetPos = new Vector2(960, 500),
Distance = 12.5f,
BoxColor = Color.Red,
CustomText = "Enemy [100 HP]"
}
};
lock (EspData.LockObject)
{
EspData.Enemies = frameData;
}
⚠️ Disclaimer & Limitation of Liability
Educational Purposes Only: This software ("MemoryEngine") is provided solely for educational, research, and reverse-engineering purposes, as well as for single-player application modifications.
No Liability: In no event shall the author(s) or copyright holder(s) be liable for any claim, damages, or other liability—whether in an action of contract, tort, or otherwise—arising from, out of, or in connection with the software or the use or other dealings in the software.
Risk of Misuse & Account Bans: The user assumes full responsibility for any actions taken with this library. The author does not endorse, encourage, or condone the use of this software in online competitive environments, anti-cheat protected software, or any commercial products. The author is strictly not responsible for any account bans, hardware ID bans, financial losses, or software instability resulting from the use or misuse of this code.
📜 License
Licensed under the MIT License.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net6.0-windows7.0 is compatible. net7.0-windows was computed. net8.0-windows was computed. net9.0-windows was computed. net10.0-windows was computed. |
-
net6.0-windows7.0
- Iced (>= 1.21.0)
- MinHook.NET (>= 1.1.2)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.5.0 | 88 | 10/12/2026 |
| 1.4.9 | 90 | 10/11/2026 |
| 1.4.8 | 93 | 10/7/2026 |
| 1.4.7 | 98 | 10/7/2026 |
| 1.4.6 | 107 | 10/2/2026 |
| 1.4.5 | 108 | 10/2/2026 |
| 1.4.4 | 94 | 10/2/2026 |
| 1.4.2 | 104 | 10/2/2026 |
| 1.4.1 | 102 | 10/2/2026 |
| 1.4.0 | 95 | 10/2/2026 |
| 1.3.2 | 225 | 6/29/2026 |
| 1.3.1 | 136 | 6/28/2026 |
| 1.3.0 | 132 | 6/27/2026 |
| 1.1.1 | 148 | 6/27/2026 |