How to make an OpenGL ESP Tutorial
Learn how to make an OpenGL ESP in this tutorial. This is an extension of our previous videos: Trampoline Hook SwapBuffers Hook and the OpenGL Drawing videos. We'll build on those tutorials and add an Open ESP for Assault Cube. We will use all the skills learned from our previous videos in this OpenGL ESP Tutorial. You can download the full source from our forum.
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Timestamp:
0:00 Introduction
0:26 Writing structures and utility functions
5:34 Writing ESP code
21:50 Testing
In this OpenGL ESP tutorial you will learn how to make an OpenGL Extrasensory perception cheat, also known as ESP. An ESP can be seen as a sixth sense, it allows you to have additional information that otherwise you would not have like the enemy's health, position and weapon. The kind of information an ESP gives you depends on the game but it will usually include the enemy's position.
The game used in the video is Assault Cube or AC, even though it is old, the principles of an internal ESP are the same, this is true for an old game like this one or a new game. Most games use Direct3D internally, but the content of this OpenGL ESP tutorial also applies to Direct3D games. In reality the only difference between them is that with Direct3D the Present function is hooked and in OpenGL we make a swapbuffers hook. On our guidedhacking forum you will find a DLL injector to inject internal hacks like this one and many ESP examples for both Direct3D and OpenGL.
For this OpenGL ESP tutorial we will use the source code of a previous video where we added drawing functionality. We then add the structrures Vec3, Vec4, Entity and EntityList taken from Reclass as well as the World to screen function, or W2S which converts 3D world coordinates to 2D screen coordinates. Essentially the W2S function does a matrix multiplication followed by some scaling so that the outputs fits nicely on the screen. The cheat works by calling the ESP::Draw method from the swapbuffers hook, it then loops though all entities in the entity list and if we determine it is a valid entity we pass its coordinates through the W2S function and use the screen coordinates to then draw a box around the entity.
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