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Game Hacking — My Experience & a Conceptual POC

An educational reflection on learning, mindset, and how cheats broadly work

0rickyy. · 2025-10-25 12:39 · 0 claps · 5.6 min read
#gamehacking #computer-science
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Wiki topics: EDU · Education & Learning 🔒 · Cybersecurity 🔬 · Science · General

Game Hacking — My Experience & a Conceptual POC

An educational reflection on learning, mindset, and how cheats broadly work

Disclaimer

This paper does not encourage creating cheats or bypassing anti-cheat systems. It shares my personal learning journey and high-level concepts for educational purposes only — reverse engineering, systems programming, and understanding how software works. Always respect the law, game EULAs, and community rules.

1) Introduction

A few years ago I started from zero: no C++ knowledge, no Windows API, no reverse engineering. I was simply curious about how games work under the hood. This article summarizes what helped me learn, the mindset I found essential, and a simple conceptual proof-of-concept (POC) to explain how game logic can be influenced. It’s not a step-by-step guide to building cheats; it’s a reflection aimed at beginners who want to learn responsibly.

2) How I Started Learning

2.1 Never Give Up

At the beginning I felt overwhelmed. C++ alone opens a huge world — memory management, data structures, build tooling, debugging, and more. After three months I almost quit. I was fascinated by game hacking, but I didn’t have the foundation to make real progress. What changed? I accepted that mastery is a long.

2.2 Practical Tips (Mindset Over Mechanics)

These are the lessons I wish I had from day one:

  • Start with fundamentals. If C++ feels brutal at first, it’s often because memory concepts are still fuzzy. Build that mental model and everything else gets easier.
  • Use exploration tools to understand, not to paste. Tools that visualize memory and structures can teach you how programs are laid out and how state changes over time. Treat them as microscopes, not shortcuts.
  • Focus on understanding structures. Seeing a live view of objects, pointers, and layouts helps you connect code to runtime behavior. It’s the best way to internalize how memory is actually used.
  • Mindset matters. If you constantly tell yourself you’ll fail, you probably will. If you expect quick wins in protected titles, you’ll burn out even faster.
  • Start simple. Begin with small, unprotected targets (assaultCube-assaultCube2). Build external tools, then internal ones, and only later study how protection layers complicate everything.
  • Take small daily steps. One day: what is the PE format? Another day: basic reverse-engineering patterns. Another: input handling in game. Depth comes from consistency, not from all-nighters.

2.3 “Is it easy?”

Short answer: no. To build real intuition you’ll likely spend months practicing almost every day. A few red flags to check your expectations:

  • “I already know everything.” In security and game tech, your knowledge has to be updated constantly. New engines, anti-cheat defenses, and OS changes show up all the time.
  • “Two or three months and I’ll make cheats for protected games.” Unrealistic. Expect 6–9 months of focused learning just to be comfortable with basics, tooling, and debugging workflows.
  • “I pasted a GitHub repo and compiled it — now I understand.” Copy-paste is not understanding. Public sources are detectable, fragile, and will likely get you banned. Learn why things work, not just how to compile them.

3) A Conceptual POC: What “Cheats” Are at a High Level

3.1 What are “cheats”?

In broad terms, a “cheat” is software that modifies or influences a game’s state or logic — for example, by changing values (health, position), altering control flow, or reading information that would normally be hidden. The specifics vary widely with engine, platform, and protections.

Important: The example below is intentionally simplified and conceptual. Do not apply it to live games. If you want to learn, work on your unprotected games projects or open-source demos offline.

3.2 A game Example (2D grid world)

Imagine a tiny 2D game you wrote yourself. The world is a grid; the player is represented by 1. Pressing arrow keys moves the player by one cell.

  • Game logic (intended): Right arrow → (x, y) becomes (x+1, y)
  • left arrow → (x, y) becomes (x-1, y)
  • up arrow → (x, y) becomes (x, y-1)
  • down arrow → (x, y) becomes (x, y+1)
  • Conceptual manipulation: If some external logic adds 2 to the x-movement, a single right press becomes x = x + 1 + 2, so the player appears to “dash” three cells. Similarly, if you directly set (x, y) to a new value, you’ve effectively “teleported.”

This illustrates the categories of influence:

  • State edits: Change values that represent player position, health, ammo, etc.
  • Logic edits: Change the rules applied to inputs or physics (e.g., add an extra offset).
  • Information exposure: Read internal state that should be hidden (e.g., other players’ positions) without altering it.

Again, real games are far more complex: entity hierarchies, engine subsystems, network authority, prediction/reconciliation, and anti-cheat checks all raise the bar dramatically.

so i’m a very lazy and i don’t want press a key every time to change my position to 1, so my first task is find my int 2D postions:

that it! now i have the position of my player in 2D World. let’s change it for see if it change the position of my player:

now let’s create a “cheat” that change the logic of my player move.

let’s move our player from 3,4:

to 3, 7 by pressing right arrow:

our player move 3 cells because my cheat add 2 to 1 so it’s 1 + 2:

the game see player in 3, 4 and after i press right arrow he say: i have to move right so 3, 4 + 1, my cheats say no its 3, 4 +1 + 2 = 3, 7. this can be done also with static position, let’s image our player want be teleported from 0, 0 to 7, 6

when i press f8:

so now you see and understand how teleport work and how to manipulate 2D/3D coordinates.

this example it’s very very easy to understand. the logic of modern game it’s more complex this is only POC for entry level padawan :D.

5) A Learning Roadmap

  • Operating Systems (good referece windows internals).
  • PE Structure (pics/binary/pe101/pe101–64.png at master · corkami/pics · GitHub).
  • User Mode / Kernel Mode.
  • Internal vs External.
  • Finding Offsets (Cheat Engine, ReClass.NET).
  • Visual Studio IDE.
  • Functions — GetProcID / GetBaseAddress (fast web search :D).
  • Matrix View / Aimbot(fast web search :D).
  • Assembly Basics.
  • Hooking (Trampoline Hooking, Inline Hooking) — Byte Patching.
  • Manual Mapping / Code InjectionShellcode Injection.
  • IDA Basics.
  • Indirect Syscalls / Direct Syscalls.
  • Pay-to-Cheats — P2C (Obfuscation, Anti-VM, Fileless, …).

6) Conclusion

If you dream of understanding how games really work, focus on learning, not shortcuts. Build foundations, practice in safe environments, and keep your expectations realistic. With patience and consistency, you’ll develop the intuition that makes systems programming, reverse engineering, and security genuinely rewarding.


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