❓ Games Engines Question

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❓ Games Engines Question
Hello,
I am new into programming and I am actually learning c++ currently about pointers stuff - and I used to check source codes checking if I am partially understand the code. But the case is that some people here on their own threads are showing source codes - it's very polite of them, but some parts of the code are missing and they're always sending to check those things in the SDK / or engine . For example we are talking about CS:GO, and now I can choose from steam like 3 SDKs: Source SDK, Source 2006 and 2007 - and now where I should look to check those things, or how the things are working in the cs:go?
Thanks for help guys - you will clear my minds.
I don't completely understand what you're trying to say, I blame the google translator, but it sounds like you're wanting to learn about game engines.
First off, make sure you at least understand the basics of C++. Most game engines use C++.
Second, find some open source game engine. There's actually quite a few out there. In fact, Amazon just released their own game engine that's 100% free and 100% open source. It's called Lumberyard.
Quote Originally Posted by InunoTaishou View Post
I don't completely understand what you're trying to say, I blame the google translator, but it sounds like you're wanting to learn about game engines.
First off, make sure you at least understand the basics of C++. Most game engines use C++.
Second, find some open source game engine. There's actually quite a few out there. In fact, Amazon just released their own game engine that's 100% free and 100% open source. It's called Lumberyard.
Nah I was playing cs:go in the meantime - sorry for illegible form.
Ok to be more specific, what advantage will I gain from the source sdk 2007 in making glow esp for cs:go?
Maybe I missed the point and I am talking about reversed csgo file, but then how do I know which function is doing their job (especially drawing).
Quote Originally Posted by MrRazor1851 View Post
Nah I was playing cs:go in the meantime - sorry for illegible form.
Ok to be more specific, what advantage will I gain from the source sdk 2007 in making glow esp for cs:go?
Maybe I missed the point and I am talking about reversed csgo file, but then how do I know which function is doing their job (especially drawing).
If you're looking for a game specific answer it'd be better if you posted this in the CS:GO Coding Section, do you want me to move your thread?
Quote Originally Posted by MrRazor1851 View Post
Nah I was playing cs:go in the meantime - sorry for illegible form.
Ok to be more specific, what advantage will I gain from the source sdk 2007 in making glow esp for cs:go?
For Glow Esp not realy annything because you don't have to call anny functions. The SDK becomes handy when coding an internal cheat, which becomes part of the csgo process. By knowing the functions, you can call them to draw a menu, hook them etc.
Quote Originally Posted by MrRazor1851 View Post
Maybe I missed the point and I am talking about reversed csgo file, but then how do I know which function is doing their job (especially drawing).
sdk links for drawing:
https://github.com/ValveSoftware/sou.../ISurfaceV30.h
https://github.com/ValveSoftware/sou...ystemSurface.h
when internal and getting acces to the IMatSystem pointer you can use it to call the functions. When debugging with IDA or Ollydbg you look what exactly gets pushed onto the stack. with for example Reclass you can identify which class the pointers belong to.
Quote Originally Posted by Orinion77 View Post
For Glow Esp not realy annything because you don't have to call anny functions. The SDK becomes handy when coding an internal cheat, which becomes part of the csgo process. By knowing the functions, you can call them to draw a menu, hook them etc.

sdk links for drawing:
https://github.com/ValveSoftware/sou.../ISurfaceV30.h
https://github.com/ValveSoftware/sou...ystemSurface.h
when internal and getting acces to the IMatSystem pointer you can use it to call the functions. When debugging with IDA or Ollydbg you look what exactly gets pushed onto the stack. with for example Reclass you can identify which class the pointers belong to.
Okay, I think that I know everything that I wanted. Thank you for really helpful message.
Thread moved.
Seems this has been solved.


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