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BlankyWacky/README.md

Hi, I'm Blink1000 ๐Ÿ‘‹

I'm a Systems Developer from Hungary ๐Ÿ‡ญ๐Ÿ‡บ.

My main focus is Rust and Java, specializing in reverse engineering, low-level system interactions, and game engine architecture. I enjoy building high-performance tools that interact directly with memory, hardware, or complex network protocols.


๐Ÿ› ๏ธ Project highlights

๐Ÿ–ฑ๏ธ Universal AutoClicker & Macro Tool

Description: A legacy automation tool designed to simulate human-like mouse and keyboard interactions across the operating system.

  • Global Hooks: Implements JNativeHook to listen for keybinds and mouse events globally, even when the application is in the background.
  • Humanization: Features a randomization algorithm for click intervals to bypass basic bot detection heuristics.

Programming language: Java Libraries used: JNativeHook, Java AWT Robot, Java Sound API, Swing

๐Ÿ›ก๏ธ Remote VM Memory Analysis Framework

Description: A dual-component system designed to safely analyze a virtual machine from the host.

  1. Server (Host): Uses DMA-like techniques (memflow) to read/write guest memory externally.
  2. Client (Guest): Runs inside the VM, allowing the user to toggle features which are forwarded to the Host via network. The two components communicate via a custom, robust network protocol.

Programming language: Rust Libraries used: memflow, renet, renet_netcode, anyhow, eframe

๐Ÿ‘๏ธ Screen Based Enemy Detection

Description: An external detection system built for real-time performance. It analyzes the screen to detect contours associated with enemies without injecting code into the game process. I focused heavily on optimization using parallel processing to ensure zero latency.

Programming language: Rust Libraries used: eframe, opencv, windows, rayon

โ›๏ธ Version-Independent Memory Tool (Minecraft)

Description: An external utility designed to survive game updates using dynamic AOB signature scanning instead of hardcoded offsets. The tool features a fully custom GUI framework built from scratch on top of JFrame. I implemented a manual rendering pipeline using Graphics2D to draw all interactive elements (buttons, sliders, module lists) and handle state management without relying on standard Swing components.

Programming language: Java Libraries used: Java AWT/Swing (Graphics2D only), Windows API (JNA/JNI)

โš™๏ธ Unreal Engine SDK Parser

Description: A CLI tool that parses Unreal Engine SDK files generated by Dumper7 and converts them into human-readable text formats. Useful for analyzing game structures and modding.

Programming language: Rust Libraries used: regex, toml, serde_json


๐ŸŽฎ Game Development & Architecture

๐Ÿ‘พ Custom 2D Game Engine & Platformer

Description: A from-scratch game engine built without using existing game libraries (like Unity). It powers a fully playable platformer.

  • Implemented a manual rendering pipeline and game loop.
  • Built a custom physics engine and collision detection system.

Programming language: Java Libraries used: JFrame / Swing (Base windowing only)

โš”๏ธ Internal Game Client (Minecraft)

Description: A comprehensive modified client that hooks into core game logic to implement custom features and visual overlays.

Programming language: Java Libraries used: OpenGL, MCP (Mod Coder Pack)


๐Ÿงช Other Experiments

๐Ÿ“ถ Network Utilities (Lag Switch)

Description: A tool capable of intercepting, holding, and delaying TCP/UDP packets to simulate high-latency network conditions for testing.

Programming language: Java Libraries used: Traffic Shaping APIs (ThrottleRateActionBitsPerSecond)

๐Ÿ” HWID System

Description: A licensing utility that generates and verifies unique Hardware IDs (HWIDs) to lock software to specific machines.

  • Methods: Queries COMPUTERNAME, user.name, PROCESSOR_IDENTIFIER, and PROCESSOR_LEVEL.

Programming language: Java

๐Ÿ’ก Note: These are just a few highlights. Feel free to browse my Repositories for more open-source utilities and projects.


๐Ÿ’ป Tech Stack

Languages:

Tools:

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