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Your blog deserves way more views. Your D3 bot article was interesting, especially the section about navigating unknown environments with the random walk algorithm. I actually didn't know such a thing existed and thought you would always have to reverse engineer map data structures and implement like A* for this to work lol. +1
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Thanks man! Eventually (when I started reading memory) I created a separate navigation library for pathing and exploration. There will be separate post(s) about navigation at some point, because it's a pretty large topic.
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New post has arrived. This time we will discuss debugging... A word on debugging | Botters gonna bot
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You don't want to get your hands dirty solving ciphers in Warframe. Here is a solution: Warframe decipher – Corpus edition | Botters gonna bot
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Great blog! I have recently taken an interest in the concept of building bots for games. I have been programming for almost 10 years now and I finally felt confident enough to try building a bot of my own. Well, after about 20 hours of research and testing, my aspirations to build a memory reading/editing/winning bot have been crushed into oblivion. I have been writing off autoit as some skriptkiddie PoS all the while without realizing they have made libraries available for public use! I have read a handful of your blog posts and they are great! Thanks for the inspiration and keep the blogs coming!
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Memory-based game manipulation techniques are indeed advanced ones and pretty much reserved for those who feel comfortable analyzing assembly code. I enjoy coming up with decision-making aspect of a bot, thus tend to avoid getting my hands dirty figuring out addresses and offsets. That's why I use simple image analysis whenever possible and resolve to memory reading only for highly sophisticated automation.
Last edited by CrEEzz; 09-29-2017 at 10:30 AM.
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bren10perk (1 members gave Thanks to CrEEzz for this useful post)
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Willy (1 members gave Thanks to CrEEzz for this useful post)
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Originally Posted by
CrEEzz
Thanks man! Eventually (when I started reading memory) I created a separate navigation library for pathing and exploration. There will be separate post(s) about navigation at some point, because it's a pretty large topic.
Any chances that you getting your handy dirty on this topic soon? I'm looking for tutorials that are going into this direction but I can't find any good ones... Especially I'm looking for tutorials on path-finding via a navigation mesh...
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Here comes another post. This time on OCR: Really simple OCR implementation | Botters gonna bot
@SturnGhost: You can start with simplified version treating every polygon as a node in graph (its center is node's position). Perform A* and then try to straighten resulting path using ray casts on actual navmesh. Check out source code for my lib SourceForge (as soon as maintnance is over).
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Willy (1 members gave Thanks to CrEEzz for this useful post)
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I've wrote another post containing (hopefully) correct and helpful introduction to Enimga.D3 and D3 structures. Feel free to correct me so we can make life easier for those trying to write their own bots/helpers/etc. Diablo 3 botting series: Prerequisite knowledge | Botters gonna bot
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Willy (1 members gave Thanks to CrEEzz for this useful post)
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Long time no see... I was mostly working on a Dead by Daylight skill check bot but I wrote a post on a neural networks, that may be interesting for some of you, here's the "link" Hopefully, gentle introduction to neural networks | Botters gonna bot
Last edited by CrEEzz; 04-21-2020 at 09:29 AM.
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Originally Posted by
skykaiwen
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