Cross-Game DMA Development
Budget: $3,000 – $5,000 USD
I’m building a single, unified DMA-powered cheat that works with Rust, Rainbow Six Siege, Battlefield and the latest Call of Duty titles. The core of the job is to create a clean external solution (PCILeech/FPGA or similar DMA hardware) that pulls game memory safely, then serves data through a lightweight web menu where I can toggle ESP and aimbot settings on the fly.
Scope
• Memory acquisition through DMA hardware with minimal in-game footprint
• Real-time ESP overlay (players, loot, vehicles, configurable colors and distance filters)
• Smooth aimbot with FOV, bone selection and human-like smoothing options
• Responsive web-based control panel (Node, React or comparable stack – I’m open) that mirrors in-game state and applies changes instantly across all supported titles
• Modular architecture so I can add or drop games without touching the core DMA layer
Acceptance Criteria
1. Runs undetected in current live builds of all four games for at least 30 consecutive hours of playtesting.
2. ESP accuracy within ±1 px at 1440p and 144 Hz.
3. Aimbot error <3 ° from selected bone at 30 m in test scenarios.
4. Web menu updates reflected in-game in under 150 ms on local network.
5. Clean, well-commented source plus build instructions.
Please show past work that proves you’ve handled DMA, kernel-level, or comparable low-level game tooling before. Links, videos, or private demos are all acceptable so long as they clearly demonstrate prior success.
im required to say this to comply with TOS, THIS IS FOR TESTING ONLY IN AN OFFLINE ENVIRONMENT
Scope
• Memory acquisition through DMA hardware with minimal in-game footprint
• Real-time ESP overlay (players, loot, vehicles, configurable colors and distance filters)
• Smooth aimbot with FOV, bone selection and human-like smoothing options
• Responsive web-based control panel (Node, React or comparable stack – I’m open) that mirrors in-game state and applies changes instantly across all supported titles
• Modular architecture so I can add or drop games without touching the core DMA layer
Acceptance Criteria
1. Runs undetected in current live builds of all four games for at least 30 consecutive hours of playtesting.
2. ESP accuracy within ±1 px at 1440p and 144 Hz.
3. Aimbot error <3 ° from selected bone at 30 m in test scenarios.
4. Web menu updates reflected in-game in under 150 ms on local network.
5. Clean, well-commented source plus build instructions.
Please show past work that proves you’ve handled DMA, kernel-level, or comparable low-level game tooling before. Links, videos, or private demos are all acceptable so long as they clearly demonstrate prior success.
im required to say this to comply with TOS, THIS IS FOR TESTING ONLY IN AN OFFLINE ENVIRONMENT
Related categories:
C# Programming
C++ Programming
Node.js
Game Development
React.js
Web Development
Web API
Web Application