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Aegleseeker

A DirectX 11 internal hook with an ImGui interface for runtime client modification. This project provides a modular DLL payload with in-game feature toggles, a command terminal, and JSON-based config persistence.

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Overview

Aegleseeker is an internal client modification framework that hooks into DirectX 11 applications. It provides:

  • DirectX 11 Integration: Full D3D11 hook for frame-level access
  • ImGui Interface: Modern, draggable UI for in-game menu
  • Modular Architecture: Well-organized feature modules (Combat, Movement, Visuals, Misc)
  • Centralized Animation System: Unified easing functions and animation utilities
  • Advanced Features:
    • Reach/Hitbox modifications
    • AutoSprint functionality
    • Motion Blur effects
    • Keystrokes display with CPS counter
    • Render information overlay
    • FullBright mode
    • Frame rate control (Unlock FPS)
    • Watermark display
    • Timer modifications

Requirements

System

  • Windows 10 or later (x64)
  • DirectX 11 compatible GPU
  • Visual Studio 2015+ or MinGW-w64

Build Dependencies

  • Compiler:
    • MSVC (Visual Studio 2015+) OR
    • GCC/MinGW (MinGW-w64 recommended)
  • Windows SDK (for DirectX 11 headers)
  • Dependencies:
    • DirectX 11 SDK libraries
    • ImGui (included)
    • MinHook (included)

Building

Using PowerShell (recomended)

.\build.ps1

This generates the DLL in build/ directory.

Project Structure

aegledll/
│   build.ps1
│   dllmain.cpp
│
├───Animations
│       Animations.cpp
│       Animations.hpp
│
├───ArrayList
│       ArrayList.cpp
│       ArrayList.hpp
│
├───Assets
│   │   aeglewatermark.png
│   │   clicksound.mp3
│   │   clicksound_1.mp3
│   │   clicksound_2.mp3
│   │   logo.png
│   │   ProductSans.ttf
│   │   resource.h
│   │   resources.rc
│   │
│   └───stb
│           stb_image.h
│           stb_image_impl.cpp
│
├───Config
│       ConfigManager.cpp
│       ConfigManager.hpp
│
├───GUI
│   │   GUI.cpp
│   │   GUI.hpp
│   │   
│   └───DX11
│           ImGuiRenderer.cpp
│           ImGuiRenderer.hpp
│
├───Hook
│       Hook.cpp
│       Hook.hpp
│
├───ImGui
│   │   imconfig.h
│   │   imgui.cpp
│   │   imgui.h
│   │   imgui_demo.cpp
│   │   imgui_draw.cpp
│   │   imgui_internal.h
│   │   imgui_tables.cpp
│   │   imgui_widgets.cpp
│   │   imstb_rectpack.h
│   │   imstb_textedit.h
│   │   imstb_truetype.h
│   │
│   ├───backend
│   │       imgui_impl_dx11.cpp
│   │       imgui_impl_dx11.h
│   │       imgui_impl_win32.cpp
│   │       imgui_impl_win32.h
│   │
│   └───imgui-markdown
│           imgui-markdown.h
│
├───Input
│       Input.cpp
│       Input.hpp
│
├───minhook
│       buffer.c
│       buffer.h
│       hde32.c
│       hde32.h
│       hde64.c
│       hde64.h
│       hook.c
│       MinHook.def
│       MinHook.h
│       MinHook.rc
│       pstdint.h
│       table32.h
│       table64.h
│       trampoline.c
│       trampoline.h
│
├───miniaudio
│       miniaudio.h
│
├───Modules
│   │   Globals.hpp
│   │   ModuleHeader.hpp
│   │   ModuleManager.cpp
│   │   ModuleManager.hpp
│   │
│   ├───Alloc
│   │       AllocateNear.cpp
│   │       AllocateNear.hpp
│   │
│   ├───Combat
│   │   ├───Hitbox
│   │   │       Hitbox.cpp
│   │   │       Hitbox.hpp
│   │   │
│   │   └───Reach
│   │           Reach.cpp
│   │           Reach.hpp
│   │
│   ├───Info
│   │       Info.cpp
│   │       Info.hpp
│   │
│   ├───Misc
│   │   └───UnlockFPS
│   │           UnlockFPS.cpp
│   │           UnlockFPS.hpp
│   │
│   ├───Movement
│   │   ├───AutoSprint
│   │   │       AutoSprint.cpp
│   │   │       AutoSprint.hpp
│   │   │
│   │   └───Timer
│   │           Timer.cpp
│   │           Timer.hpp
│   │
│   ├───PatternScan
│   │       PatternScan.cpp
│   │       PatternScan.hpp
│   │
│   ├───Terminal
│   │       Terminal.cpp
│   │       Terminal.hpp
│   │
│   └───Visuals
│       ├───CPSCounter
│       │       CPSCounter.cpp
│       │       CPSCounter.hpp
│       │
│       ├───FPSOverlay
│       │       FPSOverlay.cpp
│       │       FPSOverlay.hpp
│       │
│       ├───FullBright
│       │       FullBright.cpp
│       │       FullBright.hpp
│       │
│       ├───Keystrokes
│       │   │   Keystrokes.cpp
│       │   │   Keystrokes.hpp
│       │   │
│       │   └───Helper
│       │           HelperFunctions.hpp
│       │
│       ├───MotionBlur
│       │       MotionBlur.cpp
│       │       MotionBlur.hpp
│       │
│       ├───RenderInfo
│       │       RenderInfo.cpp
│       │       RenderInfo.hpp
│       │
│       └───Watermark
│               Watermark.cpp
│               Watermark.hpp
│
├───nlohmann
│       json.hpp
│
└───Utils
        HudElement.hpp

Features

Combat

  • Reach: Modify entity interaction distance
  • Hitbox: Extend target collision boxes
  • Smart detection: Automatic animation-aware hitbox scaling

Movement

  • AutoSprint: Continuous sprint without interaction
  • Timer: Frame time multiplier for speed modifications
  • FullBright: Enhanced visibility in dark areas
  • Unlock FPS: Remove frame rate limitations

Visuals

  • Motion Blur: GPU-accelerated blur effects with multiple modes
  • Render Info: Real-time FPS and performance metrics
  • Keystrokes: Display keyboard inputs with CPS counter
  • Watermark: Customizable watermark overlay
  • ArrayList: Module status display with smooth animations

UI Features

  • Draggable Windows: Move all UI elements with mouse
  • Tabbed Interface: Organized settings by category
  • Smooth Animations: Easing functions for visual polish
  • Real-time Updates: Live value adjustments during gameplay

Usage

  1. Compile the project using PowerShell script
  2. Inject internal_hook.dll into a DirectX 11 application
  3. Press INSERT key to toggle the menu
  4. Configure features via the tabbed interface
  5. Customize window positions by dragging

Keyboard Shortcuts

  • INSERT: Toggle main menu
  • Drag windows: Left mouse button when menu is open

Technical Details

DirectX 11 Hooking

The project hooks IDXGISwapChain::Present() and ResizeBuffers() to intercept rendering. ImGui is initialized with DX11 backend for native rendering without performance overhead.

Input Handling

  • Manual input system for compatibility
  • Virtual key mapping to ImGui keys
  • Character input for IME support
  • Mouse and keyboard state tracking

Animation System

  • Centralized Framework: All easing functions in Animations namespace
  • Easing Functions: Cubic, quadratic, exponential, and elastic easing
  • Animation Utilities: Progress calculation and value clamping
  • Thread-Safe Design: Static methods for safe concurrent access
  • Smooth Transitions: Configurable duration and interpolation

Build System

This project uses the included PowerShell build script:

  • build.ps1: PowerShell build script using g++

Source Organization

  • Core Sources: Main application logic and module implementations
  • ImGui Sources: GUI framework implementation
  • Backend Sources: Platform-specific ImGui backends (DX11, Win32)
  • MinHook Sources: API hooking library

Module Structure

Features are organized in a hierarchical module system:

  • Modules/Combat/: Combat modifications (Hitbox, Reach)
  • Modules/Movement/: Movement enhancements (AutoSprint, Timer)
  • Modules/Visuals/: Visual features (MotionBlur, Keystrokes, etc.)
  • Modules/Misc/: Miscellaneous utilities (UnlockFPS)

Dependencies

  • ImGui: Included as source files
  • MinHook: Lightweight API hooking library
  • DirectX 11: Windows graphics API
  • Windows SDK: System libraries and headers

Dependencies

External Libraries (Included)

  • ImGui: Immediate-mode GUI library
  • MinHook: Minimalist API hooking library

System Libraries

  • d3d11.lib: Direct3D 11
  • dxgi.lib: DXGI for swap chain
  • d3dcompiler.lib: HLSL shader compilation
  • dwmapi.lib: Desktop Window Manager
  • user32.lib: Windows API
  • gdi32.lib: Graphics Device Interface
  • psapi.lib: Process API

Platform Support

  • OS: Windows 10+ (x64)
  • Compilers: MSVC 2015+, MinGW-w64
  • Architecture: x86-64 only
  • Graphics: DirectX 11

Known Limitations

  • x64 builds only (x86 not supported)
  • DirectX 11 applications only
  • Windows platform only
  • Requires administrative privileges for injection
  • Animation system tied to frame timing

Building on Different Compilers

Visual Studio

  • Build using the included build script or your preferred MSVC workflow.

MinGW-w64

  • Use build.ps1 and ensure g++ is installed.

Troubleshooting

Issue Solution
DLL fails to load Ensure target app is x64 and uses DirectX 11
Menu doesn't appear Press INSERT key, check if app has focus
Rendering artifacts Update graphics drivers
Performance issues Disable motion blur or reduce FPS limit
Build failures Install Windows SDK and verify compiler setup

License

This project is licensed under the an4rch Development Public Source License

Disclaimer

This software is provided for educational purposes only. Unauthorized modification of third-party applications may violate terms of service or applicable laws. Users are responsible for compliance with applicable regulations and terms of service of the target application.

Contributing

Contributions are welcome. Please ensure code follows the existing style and includes appropriate comments.

Support

For issues, questions, or feature requests, please open an issue on the repository.

Discord: notvyzer


Last Updated: April 4, 2026
Status: Active Development

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Internal Minecraft client (DLL) with ImGui overlay, hooks, and modular system

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