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brilliant.org forward slash Kaz or by clicking on the link in the description down below the first 200 of you will get 20 of brilliant's annual premium subscription thanks for listening and let's get back to the video to truly grasp the concepts behind an Aimbot we must begin at a fundamental level in
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done by getting the hypotenuse of the X and Y axes the final calculation for the pitch is going to be the arc tangent of Z and the hypotenuse of X and Y once you have your new view angles you can either write them into the game's memory as is for an obvious instant aim lock or you can subtract your old view angles from
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player is alive is an enemy and is within the fov range we can begin our Aimbot calculations we start by subtracting our local position from the enemy's position the result and Vector from this calculation is extremely important as in doing this we have
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Words
1,755
Runtime
8:36
Speaking pace
204wpm
Reading time
7min
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Opening (first 30 seconds)
in games that involve guns and bad guys aiming is the most important skill many players will spend hundreds or thousands of hours developing that skill but many people just download it from the internet we call this aim assistance software that effectively aims for you as you may imagine these programs make people considerably better at the game it's completely unfair to legitimate players but I find these exploits exceptionally interesting so join me today as we discuss aimbots in the world of game hacking before we continue though becoming a game hacker requires an intimate knowledge of maths science and
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What this transcript is
Every word below is the caption track YouTube publishes for this video, pulled from the video itself and reproduced unchanged. It is not Prepublish's writing, not a summary, and not a re-transcription: it is the video's own published captions. English captions, generated automatically by YouTube, in the video’s original language. Source: the video on YouTube. A channel that would rather this page did not exist can ask for its removal through the contact page, and it is removed.
in games that involve guns and bad guys aiming is the most important skill many players will spend hundreds or thousands of hours developing that skill but many people just download it from the internet we call this aim assistance software that effectively aims for you as you may imagine these programs make people considerably better at the game it's completely unfair to legitimate players but I find these exploits exceptionally interesting so join me today as we discuss aimbots in the world of game hacking before we continue though becoming a game hacker requires an intimate knowledge of maths science and computer science and that's precisely why this video is sponsored by brilliant.org brilliant is an online learning platform that is devoted to teaching difficult Concepts in a fun easy and interactive way they offer thousands of bite-sized lessons on topics ranging from Everyday Mathematics to literal quantum mechanics with new lessons added monthly Brilliance is the easiest and most effective way to discover and learn these complicated topics their courses are by sized and to the point while being accompanied by excellent visual assets each lesson is interactive and engaging instead of reading walls of text and struggling to understand things brilliant will have you clicking boxes answering questions and dragging things around brilliant is a platform built for busy people you can Master Concepts in as little as 15 minutes a day you can also learn anywhere at any time so whether you're a student looking to Ace your exams or a professional looking to upskill you can try everything brilliant has to offer free for a full 30 Days by visiting brilliant.org forward slash Kaz or by clicking on the link in the description down below the first 200 of you will get 20 of brilliant's annual premium subscription thanks for listening and let's get back to the video to truly grasp the concepts behind an Aimbot we must begin at a fundamental level in many ways video games are a simulation of the real world and therefore they make extensive use of real world mathematics and physics most games consist of a three-dimensional coordinate system which serves as the basis for positioning and move movement in the game for those of you who never went to school a 3D coordinate system is a graph that consists of three separate planes to place an object in 3D space we need to describe the object's position on each of these Dimensions as you might expect this requires three numbers we refer to these numbers as X Y and Z respectively and each number corresponds to a single Dimension in Space when we use these three numbers together we call it a vector this leads to the next step of understanding aimbots understanding how vectors work a vector is a quantity that describes both magnitude and direction in front of you is a two-dimensional graph and if I decide to plot a point right here we'll refer to that point as 4 4 which means that it corresponds to form the x-axis and 4 on the y-axis remember this 4 4 number is a vector and vectors describe both magnitude and Direction So What on earth does that mean well the magnitude of a vector also known as length is the distance between the origin of the graph and the point that we have plotted the origin of the graph is simply 0 0 which means that the magnitude of this Vector is the length of a line from the middle of the graph to our DOT we can get the length of that line very easily with the help of our great friend Pythagoras the hypotenuse in this case is always the length of the vector therefore the square root of 4 squared plus 4 squared is the magnitude of our Vector which is about 5.7 if we round it up this is where the direction of the vector becomes important you see if I were to now plot a point right here at position negative 4 4 and then if I were to calculate its magnitude we end up with the exact same answer as before you see this would be a massive issue if we could only describe vectors by length because both of these points would be equal even though they're clearly not to make it worse we can draw a circle around the origin of this graph with a radius of 5.7 and every single one of the infinite points on the circumference of the circle will have the exact same length as we know a circle consists of 360 total degrees and therefore we can differentiate between our two points by saying they both have the same length of 5.7 but the first point is placed 45 degrees above the x-axis and the second point is placed 135 degrees above the x-axis obviously this entire example has been done on a 2d graph in three dimensions instead of requiring Just One Direction we would require two directions and that brings us to our next concept view angles view angles are a set of angles that determine exactly what your player is looking at in other words you have a vector that describes your position and you have view angles to describe your orientation in the world in a two-dimensional game as we just discovered it would only require a single angle for Direction but in a three-dimensional game you'll need two angles the first angle will correspond to the pitch of your character and the second angle will correspond to the yaw in the simplest sense to create an Aimbot all you really have to do is set your view angles to angles that will make you look at an enemy player all the enemies in the game will have a vector that describes their precise location you will also have a vector that describes your in precise location we're going to use this information and a little bit of trigonometry to calculate the view angles required to look at an enemy player once that's done you can override your view angles with the new ones and voila that's your Aimbot obviously before you get to this point you need some sort of a project that lets you read and write the game's memory you're also going to need to do some research or reverse engineering to find the entity list so that you can access the players that you want to auto aim against just for your information this is what a vector class might look like in code this of course is C plus plus but a vector is just a few floating Point numbers in a structure a name bot Begins by looping through the entity list and finding a desirable player to aim lock onto we usually have an fov system otherwise known as field of view which will find the closest player to your Crosshair once the Aimbot has found a suitable Target meaning that the player is alive is an enemy and is within the fov range we can begin our Aimbot calculations we start by subtracting our local position from the enemy's position the result and Vector from this calculation is extremely important as in doing this we have changed the origin of the graph from the center of the world to our local player's position this might sound a bit scary but think about it like this if the world is a 3D coordinate system your position and the enemy's positions are relative to the world because that's the graph they exist on when we subtract our local position from the enemy's position we are left with a vector which begins at our local player and extends to the enemy player this Vector is now a directional Vector which describes the direction of the enemy from your player once we have this Vector we need to convert it into a pitch angle and a your angle that we collectively call view angles for your reference this is what view angles might look like in code very similar to a two-dimensional Vector in fact to the computer they are exactly the same this conversion from a vector into angles is basically the most complex thing about an Aimbot so let's start with the easier angle to get getting the your angle is as simple as getting the arc tangent of the X and Y components of the the vector in this code I'm using atan2 which is a normal arc tangent function except we don't have to worry about which quadrant we're in because the function handles that for us in the case of C and C plus plus this a tan 2 function only works in radians so that's why you see a few conversions in this example this will return a value between negative 180 and positive 180 degrees getting the pitch angle is slightly different because we have two planes that run horizontally those being X and Y whereas we only have a single plane running vertically that being our z-axis therefore we must construct a line to use with our z-axis which is done by getting the hypotenuse of the X and Y axes the final calculation for the pitch is going to be the arc tangent of Z and the hypotenuse of X and Y once you have your new view angles you can either write them into the game's memory as is for an obvious instant aim lock or you can subtract your old view angles from the new ones to generate a Delta angle you could then divide the Delta angle by a smoothing factor and add the result to your old angles to create a smooth Aimbot unfortunately not every game uses the same convention for their coordinate systems generally speaking X will be your forward Direction y will be left and Z will be up but this is not always the case if your game uses a different convention the math will be the same but variables will be in different places anyway ladies and gentlemen thanks for watching the video I highly appreciate it and I hope you enjoyed it be sure to check out my Twitter and my Discord server down below and as always shout out to the following patrons for making this [ __ ] possible I'll see you in the next one cheers and peace out
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