Real-Time PC Game Anti-Cheat
Budget: $30 – $250 USD
I need a robust, low-overhead anti-cheat module for my PC title that works in real time. The core objective is to stop automation macros, memory manipulation, and any custom software that tampers with gameplay while keeping honest players safe from false flags.
Here’s what I’m after:
• A lightweight client component (user-mode and, if necessary, kernel-mode) that continuously monitors active processes, detects suspicious memory edits, and identifies macro engines or injected DLLs. When something is found, the system must capture the offending executable’s name and a concise diagnostic snapshot.
• Secure, encrypted messaging to my existing backend so moderators can review each incident from a web dashboard. The same channel should let moderators trigger an on-demand “PC check” for a player who appeals a ban, giving them a possible path to reinstatement without reinstalling the whole game.
• Tunable heuristics that I can update without redeploying the entire client, plus clear logging so we can audit detection accuracy.
• Minimal performance impact—ideally <1 % CPU and negligible RAM footprint during regular play—so players never feel a slowdown.
• Clean, well-documented code (C/C++ or Rust preferred, but I’m open) with unit tests and a small stress-test suite I can run before each patch.
Acceptance criteria
1. The client correctly blocks or flags all three cheat categories during simulated attacks while producing zero false positives in a 24-hour clean run.
2. Moderator panel receives and displays reports in under two seconds.
3. A triggered “PC check” completes in ≤30 s and returns a pass/fail verdict with supporting logs.
If you have prior experience building anti-cheat, kernel drivers, or memory integrity tools, let’s talk—I’m ready to integrate as soon as the first proof of concept is stable.
Here’s what I’m after:
• A lightweight client component (user-mode and, if necessary, kernel-mode) that continuously monitors active processes, detects suspicious memory edits, and identifies macro engines or injected DLLs. When something is found, the system must capture the offending executable’s name and a concise diagnostic snapshot.
• Secure, encrypted messaging to my existing backend so moderators can review each incident from a web dashboard. The same channel should let moderators trigger an on-demand “PC check” for a player who appeals a ban, giving them a possible path to reinstatement without reinstalling the whole game.
• Tunable heuristics that I can update without redeploying the entire client, plus clear logging so we can audit detection accuracy.
• Minimal performance impact—ideally <1 % CPU and negligible RAM footprint during regular play—so players never feel a slowdown.
• Clean, well-documented code (C/C++ or Rust preferred, but I’m open) with unit tests and a small stress-test suite I can run before each patch.
Acceptance criteria
1. The client correctly blocks or flags all three cheat categories during simulated attacks while producing zero false positives in a 24-hour clean run.
2. Moderator panel receives and displays reports in under two seconds.
3. A triggered “PC check” completes in ≤30 s and returns a pass/fail verdict with supporting logs.
If you have prior experience building anti-cheat, kernel drivers, or memory integrity tools, let’s talk—I’m ready to integrate as soon as the first proof of concept is stable.
Related categories:
PHP
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Software Architecture
C++ Programming
Software Development
Game Development
Automation