A Comprehensive Guide on Game Hacking
#0 Runtime Function Patching: https://bananamafia.dev/post/cvar-hax
#1 Developing Hacks for idTech3 Based Games: https://bananamafia.dev/post/multihack
#2 Coding A CS:GO Hack: https://bananamafia.dev/post/bananabot
#3 Hooking Direct3D EndScene(): https://bananamafia.dev/post/d3dhook
#4 Cheating in Unity Games: https://bananamafia.dev/post/frida-unity
#5 Hacking Walls and Particles: https://bananamafia.dev/post/cs-aimbot-wallhax
#6 Cheating on Console with Lua: https://bananamafia.dev/post/ps2ps4
#0 Runtime Function Patching: https://bananamafia.dev/post/cvar-hax
#1 Developing Hacks for idTech3 Based Games: https://bananamafia.dev/post/multihack
#2 Coding A CS:GO Hack: https://bananamafia.dev/post/bananabot
#3 Hooking Direct3D EndScene(): https://bananamafia.dev/post/d3dhook
#4 Cheating in Unity Games: https://bananamafia.dev/post/frida-unity
#5 Hacking Walls and Particles: https://bananamafia.dev/post/cs-aimbot-wallhax
#6 Cheating on Console with Lua: https://bananamafia.dev/post/ps2ps4
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Increasing Code Performance with LTO
https://youtu.be/fPGodf5hNoo?si=awW14iuAqYPXMkqx
https://youtu.be/fPGodf5hNoo?si=awW14iuAqYPXMkqx
YouTube
Increasing code performance with LTO
Explores potential performance improvements using link time optimization (LTO) by benchmarking various configurations/implementations of a basic kinematic problem.
Notably, how common refactoring can "hide" context from the optimizer resulting in worse performanceโฆ
Notably, how common refactoring can "hide" context from the optimizer resulting in worse performanceโฆ
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Writing your own Cheat Engine in Rust
https://lonami.dev/blog/woce-1/
https://lonami.dev/blog/woce-1/
lonami.dev
Writing our own Cheat Engine: Introduction | Lonami's Blog
Official Lonami's website
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No Graphics API (C++)
https://www.sebastianaaltonen.com/blog/no-graphics-api
https://www.sebastianaaltonen.com/blog/no-graphics-api
Sebastian Aaltonen
No Graphics API โ Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. Itโs time to start discussing how to strip down the abstractions to simplify development, improve performance, and prepare for future GPU workloads.
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