Idea for NO Lag in Coding

Posts 16–18 of 18 · Page 2 of 2
Even if you do create a thread for each seperate hack, the Direct3D hooks are kind of much harder to fix, that doesn't work here. Basically you're taking a function that is iterated in every frame ( everything between BeginScene() and EndScene() happens every frame ) and you're adding your own code to it, making it have to do more per frame, obviously... Creating a thread wont solve this, it's still going to have to jump somewhere in your DLL to your function and execute your long code instead of the original.

So, yeah, multi- threading could work for the other hacks though..

Sleep() is not for noobs, there are no 'noob' functions, that was just a retarded comment..
#define Whit_Is_Awesome 200

void blah()
{
while(1){
Sleep(Whit_Is_Awesome);

//Do some hacks

Sleep(Whit_Is_Awesome);

}
}
Quote Originally Posted by freedompeace View Post
It's not the thread sleeping.. it's optimization of code -.-

Sleeping more is just what we call a "quick fix" - a very bad coding practice that lots of people do.

Having a quick look at the code in this section, I can see that the code can be dramatically optimized to increase efficiency, and rewriting whole functions for some things will make it so much better, especially in the long run.
I dont think game hacking is considered a good coding practice and people still do it

When working with the infinite loops created for hacking Sleeping is the only viable solution.
Posts 16–18 of 18 · Page 2 of 2
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