Game Hacking: Developing Autonomous Bots for Online Games, by Nick Cano


Download Game Hacking: Developing Autonomous Bots for Online Games, by Nick Cano

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Game Hacking: Developing Autonomous Bots for Online Games, by Nick Cano

Game Hacking: Developing Autonomous Bots for Online Games, by Nick Cano

Game Hacking: Developing Autonomous Bots for Online Games, by Nick Cano

Download Game Hacking: Developing Autonomous Bots for Online Games, by Nick Cano

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Game Hacking: Developing Autonomous Bots for Online Games, by Nick Cano

You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.

Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.Level up as you learn how to:

  • Scan and modify memory with Cheat Engine
  • Explore program structure and execution flow with OllyDbg
  • Log processes and pinpoint useful data files with Process Monitor
  • Manipulate control flow through NOPing, hooking, and more
  • Locate and dissect common game memory structures

You’ll even discover the secrets behind common game bots, including:

  • Extrasensory perception hacks, such as wallhacks and heads-up displays
  • Responsive hacks, such as autohealers and combo bots
  • Bots with artificial intelligence, such as cave walkers and automatic looters

Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

  • Sales Rank: #212620 in Books
  • Published on: 2016-07-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.10″ h x .70″ w x 7.00″ l, .0 pounds
  • Binding: Paperback
  • 304 pages

About the Author

Nick Cano wrote his first scripts for open source game servers when he was 12 and has been a part of the game-hacking community ever since. He has years of experience in detecting and defending against malware, and advises developers and designers on best practices to protect their games against bots. Nick has spoken about his research and tools at many conferences.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Great Read and Reference!
By Miles Leach
Would recommend to anyone wanting to learn how bots work on the inside. One thing to note to anyone interested, to really understand parts of this book you will need to know c++ or another high level programming language. This book covers a lot, even has an ASM crash course! This book gave me some strategies that I will definitely consider when starting a new bot for a game. There really is not another book out there that provides all this information in the manner Nick does. It gives you enough detail on most all of the subjects to get you in the right mindset and path to make a bot. Bravo Nick!

4 of 8 people found the following review helpful.
The first half of the book contained a good deal of introductory material regarding how to use Ollydbg …
By Dr Rao
Firstly, the description on the website states that the paperback has 304 pages (as seen in the screenshot uploaded) while the actual paperback book has 277 pages only. That’s 27 pages less than that described !

Secondly, I feel that the book is too overpriced for the material in it.
The book was released as a free Pre-Release ebook initially, with the first 125 pages in the book. Now, charging another $25 for an extra 125 pages or so, is not something that I feel worth paying for.

Thirdly, I feel that while the first half of the book (the 125 pages in the pre-release edition) was written well, the second half of the book seemed to be written in a hurry (probably as the deadline for the release was approaching, I do not know).

The first half of the book contained a good deal of introductory material regarding how to use Ollydbg and Cheat Engine, along with a very elementary introduction to patching compiled code.
While all this material is available publicly on the internet, it was rather nice to have it in one place .

If you are going forward with the idea that by reading just this book, you would be able to go ahead and build a serious Game Bot, I am sorry to say that it would be not so !

Many games nowadays are “packed” or encrypted with various protectors, as well as use very advanced Anti-Cheat techniques. A lot more knowledge of those and how to bypass them or thwart them would be necessary before one could build a serious bot.

All in all, I expected a lot more from this author from his final release of the book , but I found that a lot of necessary matter was skipped while there was too much focus on material that could have been skimmed.

6 of 6 people found the following review helpful.
Highly recommended, but primarily for a very specific demographic
By Stephen
This book sits at an odd intersection of beginner and advanced. If you hope to make the most of this book, then you’re an experienced programmer who is interested in learning the principles of reverse engineering through the medium of hacking games. Anything else and this book will read in a lopsided fashion. It’s for this reason that I give it 4 out of 5 stars: the book isn’t what it could have been to a significantly broader audience.

Based on the merit of the book’s content itself, the author imparts a wealth of experience and juicy nuggets of wisdom that you aren’t likely to pick up through tutorials scattered across the Internet–much less in one tidy body of work. By the end of the book, the author has given the reader enough to begin the journey of game hacking, knowledgeably navigating their way to additional resources and requirements (i.e. if unpackers are needed, direction on the type of techniques/research you may need to do with any given game, etc.).

Going back to my opening sentiment, there’s a broad audience of game hackers who are familiar with the topic of game hacking from the stance of memory scanning and writing scripts in Cheat Engine using Assembly; however, they don’t know programming or scripting–much less pseudocode examples of either, of which this book provides copiously. That said, the author is clear from the onset that he expects the reader to be a proficient programmer, but I feel this book could have been so much more to a significantly broader audience without having such an expectation (this may be intentional, though, as by writing a body of work in this fashion, the author stands to greatly reduce time spent writing the work–and from a subjective observational perspective–limit potential competition).

I’m the type of person who will spare no expense (within reason) if I stand to learn something new even with topics or technologies I would consider myself experienced with, so I found a lot of the author’s explanations illuminating and validating, though again, some of which was initially inaccessible to me without using supplemental resources online afterward (not the author’s fault, but just something to be aware of). I make this point in regards to the price point of the book. I think it’s more than fair (especially to the target audience I specified earlier, and due to the author writing mini games for you to practice with), but as another reviewer lamented, don’t expect this book to single-handedly prime you to be Scrooge McDuck, swimming around in your giant vault of gold via hacking games.

Overall, 4/5 stars, but lacking one star only because this book feels somewhat lacking in fundamental ways for the sake of convenience. Also to note, I purchased the book directly from No Starch Press while it was in early access, so I had time to read through and consider 2/3 of the content well before it was sent to the presses.

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