To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/cazz/. The first 200 of you will get 20% off Brilliant’s annual premium subscription.
Plz talk about combat arms with this topic SPECIFICALLY !!! It would be goated and such a niche it would be so goood plz i love this. Also plz plz plz message me (I’m on mobile rn I would msg I otherwise) but I have a LOT of history with how it was developed and the professions of the diff hacks in said game and I really want u to help with this cuz ur very very informative on shit. But the main one I wanna talk about is CHAMs or also INSTA knife kills in that game. V crazy
@@fudgeracoon2529 I mean like what kind of things I'll be able to do and is it flexible as a degree for exemple me working in game industry and then switching to something like chip design etc
@@fudgeracoon2529 id like to know too, I’m an informatics major bc comp sci is too hard but super interesting to me. If I was as smart as I wanted to be I’d be majoring in electrical and computer engineering I find it so interesting but I’m really bad at math and know nothing of physics so I kinda self learn it to some extent
A lot of gamdevs for whatever reason don't actually know or want to explain the functions that they're using, they'll tell you what they do, this is good to save time but to make games it's a really good idea to understand the math Sometimes tutorials feel like an audiobook of the engine documentation
As a human that likes to read comments from RUclips videos I also really really liked your comment, I think it was very comedic and definetly suvberted my expectation of what I considered expecting in the said section.
While I do hate cheating/cheaters and hacking has basically ruined many of my favorite online games, I do find the actual programming behind it pretty interesting.
The video shows the pure basics, but the actual work done to make it seem legit is what makes aimbots really impressive, adding natural navigation to targets and failure rates etc make it so much cooler and more impressive imo
As a vector I can concur that we indeed have a norm 2 that gives us the euclidean distance from the origin of the vector space to the so called end of v, and this can be extended to all my family of n dimensional finite and infinite vector spaces
@@dragoni_penguin Quite intriguing but by definition planes cannot kidnap any vector, this could only happen if you are a linear transformation from R^n to R^2 (assuming we are in the field of R^n but linear transformation can also happen in any finite or infinite dimensional vector spaces of R^n or C^n etc) or you proyect the basis of my family vector space to yor plane by the Gram-Schmidt procedure.
@@sandsgrainofsand5320 You typically don't work with n dimensional vectors in high school. In linear algebra vectors gain many new applications as well as theoretical rigor.
2:10 Mathematicians & math students define the XYZ-axes as shown (right-hand rule): X-axis incoming towards the viewer, Y-axis going horizontally to the right-hand side, Z-axis going vertically to the top. Game programmers & game modellers define the XYZ-axes differently: X-axis horizontally to the right-hand side, Y-axis horizontally to the top, (so the XY-axes can function as the 2D aspect) Z-axis either away from the viewer (DirectX, left-hand rule) or towards the viewer (OpenGL, right-hand rule); And the XZ plane is the flat base, whereas for the math students the XY plane is the flat base.
As a coder with a mathematical background, I find it hilarious how you call the conversion of vectors to view angles (which seems easy to me) the "most complex thing about an aimbot", while just barely glancing over reverse engineering player positions from memory (which would be so much harder in my mind).
Well explained, you kept is simple for the people who don't know how it works. You did a good job of keeping it has simple as possible (except for the math, which was quite confusing. Since you did not really go in depth about why the pitch has the specific code, but the comments explain it really well.
The vector math was explained well, could be useful for a lot of beginner game developers who want to implement their own "LookAt" function, or Quaternion Slerp/Lerp. But that's the easy part of implementing an aimbot. The reverse engineering part, memory reading, memory injection, anti-cheat bypass, etc... that's why not just anyone can make an aimbot
i have zero idea what any of the words you just said mean but they sound smart so i believe in you good sir (i hope i can start understanding them one day, i really like coding and i hope some day i'll be at the same level as you are!)
99.99 % of the work is the reverse engineer part and this video addresses that for 10 seconds. This rest of the video talks about what subtracting vectors means
omg! for people doubting if its an overstretched essay, it isnt; and for its pacing for the subjects tackled, im surprize its concise or justified length. worth the sub.
Following up on 8:14 (different x y z conventions) Wouldnt it be impossible to use an aimbot if the convention randomly changed every so often(talking bout 1-2 seconds) based on a pseudorandom seed?
Let's suppose the game server selects a random convention for every game. The game clients for every player will need to know to this to function normally and play the game. The selected convention will need to be stored somewhere in memory. The aimbot program will get the coordinate convention from memory, and function accordingly.
I got a question to the second function to calculate the pitch (atan2(-z, |[x,y]|)): you are turning (|[x,y)|, z), for simplicity I take (x, y), into (-y, x) or in this case (-z, |[x,y]|). Meaning you rotate the vector by pi/2 rad (90 deg). Why is that so? Does the pitch in games go from 0 to 180 deg instead from -90 deg to 90 deg? I‘m not a game dev, though I am interested in why this range (0 deg to 180 deg) is used in games.
as someone who has finished and graduated from a game design course in college and has done coding research for c sharp specifically regarding velocity with vectors and such. You taught me more in the first 2 mins 30 seconds of this video including the sponsor time, then i have learnt over the past 14 years of my education
Surprising how simple a lot of this is. Even though I've only taken an intro to c++ class, the programming part is not that complicated. The vector math is the same as what we use for AC calculations also.
8:06 This is not general at all. This is how Unreal Engine works by default, but Unity, for example, uses x for right, y for up and z for forward. If anything this would be more general than the unreal approach, since Unity is a more popular engine. Also I think Unreal is the only piece of software I have ever seen that uses x for forward. X is almost always right, and Y and Z can change around from program to program. Using x as the forward vector is very unconventional, and is one of the things I think is a bit weird in Unreal.
@Nooobbbyyy To be fair, yeah, a lot of FPS games are made in unreal, but anything other than some sort of 3D shooter almost never uses unreal. If you are mostly in competitive shooter communities, I can see why it seems like most games are made in unreal, but on a bigger scale, it's just not true. This is primarily because unreal is really good at making one type of game but pretty bad as a general purpose engine.
OpenGL: > Every Fragment has a depth value. This value is either computed by the Fragment Shader (if it writes to gl_FragDepth) or is the window-space Z coordinate computed as the output of the Vertex Post-Processing steps. Depth Test, Khronos OpenGL wiki Same for SPIR-V, Vulkan. So while you *can* use Y to be the forward vector, you'll need workarounds since the GPU (or at least, most APIs) assumes it's Z in many cases.
What he meant by general is that most games and other field of studies use the same references as he explained. It's uncommon to use Z for something other than height same thing for the remaining 2 axis. Also most games use unreal engine. So the word general was correctly used.
Just want to thank you for this. I've been in game development for the better part of 40 years and it always drives me insane to hear players yelling "THIS IS AIMBOT THAT'S AIMBOT IT'S ALL AIMBOT" when they don't even know how an aimbot works or how to detect it.
Some of the explanation is "it knows where it is because it knows where it isn't buy subtracting where it is from where it isn't it can get where it's going to be.
@@MoleNihil Most of programming is pasting. Why would someone rewrite a function if it has already been perfected? Does using the trigonometric functions make me a paster cause I didn't write them myself?
@@zoom5522 most of programming isn't "pasting", Programming doesn't tell you to paste everything, you'll learn exactly nothing like this, get your definitions right paster
These videos always make me so interested in game hacking. C++ is a bit scary, but I do know C# tho, which I use for making games and I think that would make learning C++ a lot easier. However, I am just not sure if I have time for both, game hacking and development... Also good job explaining vectors!
You could write cheats in c# if you wanted to, although you may find reverse engineering more difficult without having a good understanding of C and C++
@@CharleyWright-w1y Ah I see. Well I think if I started learning it, I would probably still do it in C++, since it would probably be good to be familiar with that language too.
@@Zondels I’d say it’s actually best to know standard C. Popular decompilers like Ghidra convert the program machine code into C. It’s all about pattern recognition though, as variables, fields, method names, etc are all random.
I would not listen to these people. C++ and C is your best bet. Especially when the cheats are kind of meaningless and all about delivery today. If you can't develop driver's id stay away from trying as you won't get anywhere in userland these days. C# you could do but all the p-invokes to raw syscalls will get you caught and changing them to dinvokes would be insanely annoying and also isn't a definitive bypass. I write malware for a living not cheats though. All I know is that anticheat is far harder to evade than edrs/AV. This video is meaningless if you can't deliver the cheat properly. You'll need to look into how to remove kernel callbacks and silence ETW. Learning Indirect jumps and trampolines would be super beneficial.
I have been making cheats since 1999, and this only scratches the surface. You didn't talk about LaGrangian interpolation for compensating latency. You didn't talk about silent aim at all, which is setting your view angles on the server without the client's view moving, and then calculating a new movement vector. You also didn't talk about aimbots that have to compensate for bullet drop and windspeed for games like PUBG, Battlefield, Apex Legends, etc. This title should be renamed "How basic aimbots work" as no real aimbot would do this, as they would miss 90% of the time. You also make no mention that your project is only useful on a local server.
This isn't about you. It's very clear that the video shows how aimbots work at a surface level. It's an 8 minute video. Not a lecture. Touch some grass boyo
well most of android games are made in unity or unreal, id say like 90% of fps games if not more. the most popular shooters on the market are using either unity or ue, like standoff 2, cod mobile, pubg mobile, critical ops
I wanted to learn how to code at 16. Was shit at math and I never got why math was so important. Never learnt it but now that I actually know math, it feels so much more logical .
is it possible to hack the game if Player gives only his controls info to server and server gives back only the picture? notice: if you hack the server antivirus may see that, or if it wount your hack will be noticed and antycheat may get an immunyty response
As a professional troll it’s been explained fantastically and show casing how my aimbot works when I dumpster on sweaty nerds who are trash at the game
03:00 I thought (4,4) is a point with coordinates, if you give that point magnitude and direction, that simply graphically represents as arrow, where lenght of arrow is magnitude, that will be a vector, for now its point in space with coordinates (4,4), i think you meant is (0,0) is our center coordinate of object and (4,4) represents "magnetic" center that directs our object, then yes, between them line is a vector
Unless CS (not sure if your sample code refers to CS specifically) handles the euler "view angles" internally, you will probably end up in gimbal lock without using quaternions. Also, you'll need a frame delta time factor in the smoothing calculation or movement will be frame rate dependent. (I'm a game dev with no hacking experience so maybe things are a little different writing directly to memory.)
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/cazz/. The first 200 of you will get 20% off Brilliant’s annual premium subscription.
Brother make a video about gerrdy game how to work.. Bigo.. IMO, 😉
Can you create a FiveM cheat video?
bro please make an aimbot for free fire
Plz talk about combat arms with this topic SPECIFICALLY !!! It would be goated and such a niche it would be so goood plz i love this. Also plz plz plz message me (I’m on mobile rn I would msg I otherwise) but I have a LOT of history with how it was developed and the professions of the diff hacks in said game and I really want u to help with this cuz ur very very informative on shit. But the main one I wanna talk about is CHAMs or also INSTA knife kills in that game. V crazy
hi i would like to ask you if you can help me make a esp and aimbot for a 2d game, it has no obufactions its new could you help me?
As a computer engineer who specialises in game engine development you explained this topic gracefully
Can you tell me more about computer engineering, I'm majoring in it
@@voidless-gc5pm Well, what would you like to know ?
@@fudgeracoon2529 I mean like what kind of things I'll be able to do and is it flexible as a degree for exemple me working in game industry and then switching to something like chip design etc
And what kind of specialisations are there, I guess it depend on uni but any general specialisations available?
@@fudgeracoon2529 id like to know too, I’m an informatics major bc comp sci is too hard but super interesting to me. If I was as smart as I wanted to be I’d be majoring in electrical and computer engineering I find it so interesting but I’m really bad at math and know nothing of physics so I kinda self learn it to some extent
You explained the vector stuff better than the majority of gamedev youtubers
Better than my teacher
yet... that was half of the video :c
A lot of gamdevs for whatever reason don't actually know or want to explain the functions that they're using, they'll tell you what they do, this is good to save time but to make games it's a really good idea to understand the math
Sometimes tutorials feel like an audiobook of the engine documentation
@@Subject97 agree, if you understand the math behind the dimension you can do a lot of cool stuff because you know how objects translate in a space
*He explained it like he actually understands every stage, because he does.
As a human who specializes in watching youtube videos I enjoyed this video
Best comment i have seen so far
As a human that also specializes in watching RUclips videos, I also enjoyed this video. Arguably more than you.
@@Dylan-wo8os woah woah woah there pal tap the brakes
@@Codee_ 😂😂😂
As a human that likes to read comments from RUclips videos I also really really liked your comment, I think it was very comedic and definetly suvberted my expectation of what I considered expecting in the said section.
2:00 "for ppl who never went to school"
me: i play minecraft bro
based
While I do hate cheating/cheaters and hacking has basically ruined many of my favorite online games, I do find the actual programming behind it pretty interesting.
Yeah, and videos like this dont actually have to be applied to just aimbot, in a game making sense, this video is helpful.
Ok
didnt ask liberal sissy
The video shows the pure basics, but the actual work done to make it seem legit is what makes aimbots really impressive, adding natural navigation to targets and failure rates etc make it so much cooler and more impressive imo
Tf2 player here.
Aye!
As a vector I can concur that we indeed have a norm 2 that gives us the euclidean distance from the origin of the vector space to the so called end of v, and this can be extended to all my family of n dimensional finite and infinite vector spaces
Google metric tensor
As a plane, I admit to having kidnapped your family of vectors and hold them on an infinite 2 dimensional area.
@@dragoni_penguin Quite intriguing but by definition planes cannot kidnap any vector, this could only happen if you are a linear transformation from R^n to R^2 (assuming we are in the field of R^n but linear transformation can also happen in any finite or infinite dimensional vector spaces of R^n or C^n etc) or you proyect the basis of my family vector space to yor plane by the Gram-Schmidt procedure.
@@GeodesicBruh holy hell
@@seele7735 new response just dropped
As an aimbot, I can confirm this is how we work
As an ESP I can confirm that is how they work
As a FPS player that hates hacks I can confirm this is how they work
@@notiqx As a I can confirm
@@LxunAtiic confirm
@@buildatutorial742m
My man explains vectors better than my teachers at college
vectors are learned throughout middle school/highschool what are yall doing in college
@@sandsgrainofsand5320 Translated from Spanish: orthogonality and scalar products
@@sandsgrainofsand5320 You typically don't work with n dimensional vectors in high school. In linear algebra vectors gain many new applications as well as theoretical rigor.
Guess your college professor sucked then, unlucky.
@@sandsgrainofsand5320 Depends on the degree lol. Do you think you see complex maths as a pharmacist?
2:34 both direction and MAGNITUDE.
OH YEAH, OH YEAH
@@Noname0039 lol I was thinking of vector aswell
As a guy who failed physics twice, you explained this topic gracefully
Nice, you failed something that I easily grasped at 13
@@pyropulseIXXI takes effort to be this useless mate
@@pyropulseIXXI my man, you must have really missed the bus in your life if you’re gonna make fun of a self deprecating joke
@@Nothanksbuddy I made an inverse self-deprecating joke
@@mubii69 It took as little to no effort as possible
As a software designer who never did maths but grasps code, you made maths feel like the way I feel about code.
A bottah wadah
@@chadm2343 lol cringe pfp
@@laika5707 I agree rainbow tards are cringe
@@chadm2343a botah uh wahuh
a bottle of water 🤔
It's all fun and games until the game uses quaternions instead of "ViewAngles" :D
quaternions are some real nightmare fuel
@@TopchetoEU why i dont write movement code
Does someone have a vid / post that explains how to do this? literally cant find anything on it i feel like im going nuts haha
I still remember my first time as a game hacker as a kid running into quanternions had no fucking clue what was going on
@@finxdddddddddd Freya Holmer has a good video on this
6:00 The missle knows every time where it is, by subtracting where it is from where it isnt
@filiperskii4641 lol yes!
0:36 soooo you want us to be hackers
XD
W
this video taught me 3 years of what school tried to teach me thank you cazz!
Your school tried to teach you aimbot?
@@chski1220 no did your school tried to ? because i don't see that i said school teached me aimbot did i ?
@@Panadoraa it was implied!
@@DRNOval They didn't exactly try to teach me how to make an aimbot, but they did try to teach me math.
How did you even complete high school without Vectors lol. (Don't ask me how I completed without proper integral calculus).
your vids are great. you actually explain things well and not just tell to write some code just because
incredible how you make a gaming video and manage to trick people into learning about 3D geometry and trigonometry
2:10 Mathematicians & math students define the XYZ-axes as shown (right-hand rule): X-axis incoming towards the viewer, Y-axis going horizontally to the right-hand side, Z-axis going vertically to the top. Game programmers & game modellers define the XYZ-axes differently: X-axis horizontally to the right-hand side, Y-axis horizontally to the top, (so the XY-axes can function as the 2D aspect) Z-axis either away from the viewer (DirectX, left-hand rule) or towards the viewer (OpenGL, right-hand rule); And the XZ plane is the flat base, whereas for the math students the XY plane is the flat base.
As a coder with a mathematical background, I find it hilarious how you call the conversion of vectors to view angles (which seems easy to me) the "most complex thing about an aimbot", while just barely glancing over reverse engineering player positions from memory (which would be so much harder in my mind).
lol reverse engineering the player position is easy lel.
Its pretty easy, especially if the game shows your position on the screen.
How is that difficult lol
@@hodayfa000h bro is build differently
Well explained, you kept is simple for the people who don't know how it works.
You did a good job of keeping it has simple as possible (except for the math, which was quite confusing.
Since you did not really go in depth about why the pitch has the specific code, but the comments explain it really well.
Was not expecting the ROTMG footage LMAO great video man!
great video, broke it down to make it easily understandable for anyone 🔥
Much more interesting and difficult here is how you read necessary data from the process of the game and input calculated view angle
definitely
The vector math was explained well, could be useful for a lot of beginner game developers who want to implement their own "LookAt" function, or Quaternion Slerp/Lerp. But that's the easy part of implementing an aimbot. The reverse engineering part, memory reading, memory injection, anti-cheat bypass, etc... that's why not just anyone can make an aimbot
as I self taught game engine developer you explained this topic better than my brain can describe it to my family
He's teaching more than I learn in a week of school.
i have zero idea what any of the words you just said mean but they sound smart so i believe in you good sir (i hope i can start understanding them one day, i really like coding and i hope some day i'll be at the same level as you are!)
So easy to understand! You did a great job on explaining!
99.99 % of the work is the reverse engineer part and this video addresses that for 10 seconds. This rest of the video talks about what subtracting vectors means
0:15 correction. It does not make them better. It gives them results as if they were better
Just wanna say I love how you slid the (brilliant) sponsor Brilliant into the intro. Thanks for spreading the exceptional interest to me ;)
didn't expect to take a physics class. thanks tho.
It's math class
Trig breh
omg! for people doubting if its an overstretched essay, it isnt; and for its pacing for the subjects tackled, im surprize its concise or justified length. worth the sub.
sourcepawn has a function that LITERALLY says "look at" which moves ur cursors at entities/players XD
😂😂 best aimbot
Following up on 8:14 (different x y z conventions)
Wouldnt it be impossible to use an aimbot if the convention randomly changed every so often(talking bout 1-2 seconds) based on a pseudorandom seed?
Let's suppose the game server selects a random convention for every game. The game clients for every player will need to know to this to function normally and play the game. The selected convention will need to be stored somewhere in memory. The aimbot program will get the coordinate convention from memory, and function accordingly.
I got a question to the second function to calculate the pitch (atan2(-z, |[x,y]|)):
you are turning (|[x,y)|, z), for simplicity I take (x, y), into (-y, x) or in this case (-z, |[x,y]|).
Meaning you rotate the vector by pi/2 rad (90 deg).
Why is that so?
Does the pitch in games go from 0 to 180 deg instead from -90 deg to 90 deg?
I‘m not a game dev, though I am interested in why this range (0 deg to 180 deg) is used in games.
I believe the 180 he was talking about was yaw. Like left and right.
Loving the snappify code snippets. They always look so good.
this is something i would watch at 3 am
The only part that confsued me was 7:22
Doesn't really explain why we're changing the angles, or maybe I just missed it.
4:36 i didnt expect to see RotMG here LMFAO
what could the ign be for this player...
@@jimbob9687 true.......
Came looking for this comment the moment I saw rotmg
@@leejaeeun1108we’re all here for the same reason
KBM players “See aim assist and aim bot start with the same word, so they’re the same”
Came here to learn how aimbot works left with a master's degree in calculus
Bro a hella good teacher 😭🙏
2:17 I prefer to refer to those numbers disrespectfully
How did you learn how to do this? I really want to learn.
bro needs a pop filter
Thx for the vector section, passed my math exam thanks to you
as someone who has finished and graduated from a game design course in college and has done coding research for c sharp specifically regarding velocity with vectors and such. You taught me more in the first 2 mins 30 seconds of this video including the sponsor time, then i have learnt over the past 14 years of my education
Bro really just explained half my geometry class in 2 minutes and did it better than my teachers did
It was so fun figuring this out when working on my external years back, let my mind super creative and made fun and useless features
I would be surprised if an algebra teacher uses aimbot as an example for *x,y,z*
You should make a video explaining computer vision aimbots, a more external approach
Surprising how simple a lot of this is. Even though I've only taken an intro to c++ class, the programming part is not that complicated. The vector math is the same as what we use for AC calculations also.
1:40 eyy wassup Vector !!!
Indian Jee Aspirant : Great sauce for us...
nice and informative video cazz you explained those applications better than professors in Coachings...
As a normal human being with no relevant profession, I approve this video.
As a person who never went to school you explained this topic gracefully
8:06 This is not general at all. This is how Unreal Engine works by default, but Unity, for example, uses x for right, y for up and z for forward. If anything this would be more general than the unreal approach, since Unity is a more popular engine. Also I think Unreal is the only piece of software I have ever seen that uses x for forward. X is almost always right, and Y and Z can change around from program to program. Using x as the forward vector is very unconventional, and is one of the things I think is a bit weird in Unreal.
well most popular games are written in unreal engine tho ig
@Nooobbbyyy To be fair, yeah, a lot of FPS games are made in unreal, but anything other than some sort of 3D shooter almost never uses unreal. If you are mostly in competitive shooter communities, I can see why it seems like most games are made in unreal, but on a bigger scale, it's just not true. This is primarily because unreal is really good at making one type of game but pretty bad as a general purpose engine.
OpenGL:
> Every Fragment has a depth value. This value is either computed by the Fragment Shader (if it writes to gl_FragDepth) or is the window-space Z coordinate computed as the output of the Vertex Post-Processing steps.
Depth Test, Khronos OpenGL wiki
Same for SPIR-V, Vulkan.
So while you *can* use Y to be the forward vector, you'll need workarounds since the GPU (or at least, most APIs) assumes it's Z in many cases.
What he meant by general is that most games and other field of studies use the same references as he explained. It's uncommon to use Z for something other than height same thing for the remaining 2 axis. Also most games use unreal engine. So the word general was correctly used.
@@Black_Ace14 Most games definitely do not use Unreal Engine
Using games to teach us math, your ways are impeccable
Just want to thank you for this. I've been in game development for the better part of 40 years and it always drives me insane to hear players yelling "THIS IS AIMBOT THAT'S AIMBOT IT'S ALL AIMBOT" when they don't even know how an aimbot works or how to detect it.
can u make an aimbot for free fire please?
@@h4ckerblueeyes I don't make hacks, I catch them. If you need hacks to play a game, just do everyone a favor and uninstall instead.
@@IsfetSolarisno it is for educational purpose i want to learn it and have some fun.
@@h4ckerblueeyes then make it yourself lol, i you want to learn why do you ask someone else to do it for you
Some of the explanation is "it knows where it is because it knows where it isn't buy subtracting where it is from where it isn't it can get where it's going to be.
Hey, it doesn't make people considerably better at the game. It makes them *appear* considerably better at the game.. until they go too far of course
Very good video man, the explanation war clear and coincise good Job :D
How can we replace an open source cheat?. A video about it. It would be nice.
paster
@@MoleNihil Most of programming is pasting. Why would someone rewrite a function if it has already been perfected? Does using the trigonometric functions make me a paster cause I didn't write them myself?
@@zoom5522 Pasting a whole source and not writing anything is pasting
@@zoom5522 most of programming isn't "pasting", Programming doesn't tell you to paste everything, you'll learn exactly nothing like this, get your definitions right paster
@@zoom5522 if you're writing some horrible C++ boilerplate, maybe
i like how he uses the stuff from math class that we all thought we were not gonna need in life.
These videos always make me so interested in game hacking. C++ is a bit scary, but I do know C# tho, which I use for making games and I think that would make learning C++ a lot easier. However, I am just not sure if I have time for both, game hacking and development... Also good job explaining vectors!
You could write cheats in c# if you wanted to, although you may find reverse engineering more difficult without having a good understanding of C and C++
@@CharleyWright-w1y Ah I see. Well I think if I started learning it, I would probably still do it in C++, since it would probably be good to be familiar with that language too.
@@Zondels I’d say it’s actually best to know standard C. Popular decompilers like Ghidra convert the program machine code into C. It’s all about pattern recognition though, as variables, fields, method names, etc are all random.
I would not listen to these people. C++ and C is your best bet. Especially when the cheats are kind of meaningless and all about delivery today. If you can't develop driver's id stay away from trying as you won't get anywhere in userland these days. C# you could do but all the p-invokes to raw syscalls will get you caught and changing them to dinvokes would be insanely annoying and also isn't a definitive bypass. I write malware for a living not cheats though. All I know is that anticheat is far harder to evade than edrs/AV. This video is meaningless if you can't deliver the cheat properly. You'll need to look into how to remove kernel callbacks and silence ETW. Learning Indirect jumps and trampolines would be super beneficial.
@@razzledev100% agreed. C is king for malware dev. I don't create cheats but the delivery of cheats is the exact same as malware delivery. C all day.
this guy just taught me more about physics in an 8 minute video than 1 year in my 8th grade physics class
Misleading title. I was expecting a quick summary of how aimbots work rather than what a vector is.
As a professional yapper, you explained the concept better than I could’ve yapped about.
Would you be willing to make a video about kernel anti cheats and how to theoretically bypass them
"Theoretically" 💀💀💀💀💀💀💀
We finna put that theory to use lolllll
@@endorphfn7403 lmao there is a big difference between knowing how to do it, and actually be able to do it
Did not anticipate an unsolicited mathematics lesson out of this!
I have been making cheats since 1999, and this only scratches the surface. You didn't talk about LaGrangian interpolation for compensating latency. You didn't talk about silent aim at all, which is setting your view angles on the server without the client's view moving, and then calculating a new movement vector. You also didn't talk about aimbots that have to compensate for bullet drop and windspeed for games like PUBG, Battlefield, Apex Legends, etc. This title should be renamed "How basic aimbots work" as no real aimbot would do this, as they would miss 90% of the time. You also make no mention that your project is only useful on a local server.
I think this video is just to explain the basic form of cheats without making the video unbelievably long
This isn't about you.
It's very clear that the video shows how aimbots work at a surface level. It's an 8 minute video. Not a lecture.
Touch some grass boyo
get a life bro, bro prob makin less than me with his cheats. nerd
Great video! Can sb tell me what program is shown in 5:23?
looks like x64 dbg
its ida pro
how can someone make a mod menu for any android game? which is not made in unity or unreal?
well most of android games are made in unity or unreal, id say like 90% of fps games if not more. the most popular shooters on the market are using either unity or ue, like standoff 2, cod mobile, pubg mobile, critical ops
@@pazdikan-
According to you 10% of the games on anroid are not in ue or unity, which original comment refering to.
bro taught me more math than school can in 6 years just to explain how goofy aimbot works
bruh i got lost at 0:03
Actually learned more math than last year in school from this tysm
Absolutely amazing he made such an interesting topic very boring to listen and watch
I wanted to learn how to code at 16. Was shit at math and I never got why math was so important. Never learnt it but now that I actually know math, it feels so much more logical .
I am a hack coder myself and now i can kinda see why hacks are almost never free. It takes like so much time to fucking code them.
pov:you exploitt
Gotta profit.
This was surprisingly very easy to understand
is it possible to hack the game if Player gives only his controls info to server and server gives back only the picture?
notice: if you hack the server antivirus may see that, or if it wount your hack will be noticed and antycheat may get an immunyty response
> find angle of target
> point
> profit
As a professional troll it’s been explained fantastically and show casing how my aimbot works when I dumpster on sweaty nerds who are trash at the game
He explained vectors better than my math teacher
Didn't expect Nazaré Tedesco meme at 5:00😂
it's crazy that i've never actually thought about how the programs work
you started off showing a gun . and then a good boy and im already hooked
As a guy who orders pizza this explanation is one of the best video ive seen
awesome explanation. will use this for a presentation. thanks
@@wolfheart5408 thanks brother good luck with your presentation!
03:00 I thought (4,4) is a point with coordinates, if you give that point magnitude and direction, that simply graphically represents as arrow, where lenght of arrow is magnitude, that will be a vector, for now its point in space with coordinates (4,4), i think you meant is (0,0) is our center coordinate of object and (4,4) represents "magnetic" center that directs our object, then yes, between them line is a vector
You thought right. This guy is butchering the topic
I'm glad he put a little spice of ROTMG in the video that pleased me.
00:00 I’m actually in titanfall 2 MOVEMENT is the primary skill ☝️🤓
As someone who doesn’t know anything about vectors you explained this gracefully
( I still don’t know what a adverb is )
Nice to see the Airbus in there 😂, another great video, well done!
I’m surprised he didn’t use the scene from Despicable Me to explain a Vector.
Bro I can’t believe I missed that opportunity 😭😭
Unless CS (not sure if your sample code refers to CS specifically) handles the euler "view angles" internally, you will probably end up in gimbal lock without using quaternions. Also, you'll need a frame delta time factor in the smoothing calculation or movement will be frame rate dependent. (I'm a game dev with no hacking experience so maybe things are a little different writing directly to memory.)
U using unity aren't you 😂
Every single opponent in Splatoon lore
I like how there’s just a list at the end labelled “Hackers”