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 performance…
Notably, how common refactoring can "hide" context from the optimizer resulting in worse performance…
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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 — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s 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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Designing a Fast, Efficient, Cache-friendly Hash Table, Step by Step (C++)
https://youtube.com/watch?v=ncHmEUmJZf4
https://youtube.com/watch?v=ncHmEUmJZf4
YouTube
CppCon 2017: Matt Kulukundis “Designing a Fast, Efficient, Cache-friendly Hash Table, Step by Step”
https://CppCon.org
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Presentation Slides, PDFs, Source Code and other presenter materials are available at: https://github.com/CppCon/CppCon2017
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Hash tables consume a large volume of both compute resources and memory across Google's production system. The…
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Presentation Slides, PDFs, Source Code and other presenter materials are available at: https://github.com/CppCon/CppCon2017
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Hash tables consume a large volume of both compute resources and memory across Google's production system. The…
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Dependable C: A subset of C for developers who want to develop, widely portable, and compilable, software in Classic Chttps://dependablec.org/
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Branchless Programming in C++
https://youtu.be/g-WPhYREFjk?si=dEWX6nsHxx30uGDy
https://youtu.be/g-WPhYREFjk?si=dEWX6nsHxx30uGDy
YouTube
Branchless Programming in C++ - Fedor Pikus - CppCon 2021
https://cppcon.org/
https://github.com/CppCon/CppCon2021
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Have you ever written code like this:
void f(bool b, long x, long& s) { if (b) s += x; }
Probably you have. Would you like me to tell you how much performance you left on the table? With a small…
https://github.com/CppCon/CppCon2021
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Have you ever written code like this:
void f(bool b, long x, long& s) { if (b) s += x; }
Probably you have. Would you like me to tell you how much performance you left on the table? With a small…
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