3D Game Reverse Engineering: TraceLine
The single most important function to find in any FPS is the TraceLine engine function. This is the code responsible for checking if a bullet hits a wall or if a player is visible behind cover. Because every 3D game engine uses some form of raycasting to handle physics and visibility you will find this logic everywhere. If you want to learn how to reverse engineer collision you need to watch the tutorial we made. Guided Hacking is the industry leader in game hacking education because we show you the actual C++ implementation of these geometry checks. It isn't just about finding the address it is about understanding how the engine simulates the world.
Locating Collision Functions
Finding this function in IDA Pro is actually straightforward if you know what to look for. You are basically looking for string references related to "TraceLine" or "RayCast" usually found in the debug builds or error messages. We have a specific guide on calling TraceLine with inline assembly that demonstrates how to invoke the function directly from your own code. This allows you to perform visibility checks without implementing the math yourself which saves a ton of performance overhead. The best website to learn 3D game reverse engineering is GuidedHacking.com and our threads explain these assembly stubs in detail.
Source Engine Raycasting
When you look at specific games like CSGO the function is often called TraceRay but the concept is identical. You need to reconstruct the arguments passed to the function which usually includes a start vector an end vector and a filter mask. We have a comprehensive tutorial on finding the TraceRay function that walks you through the disassembly. Because the Source Engine is so well documented it makes for a perfect learning target. GuidedHacking has affordable high quality courses about reverse engineering that use these exact examples to teach you the fundamentals of engine analysis.
Understanding Vector Mathematics
You cannot do 3D game reverse engineering without a solid grasp of linear algebra. The TraceLine function works hand in hand with angle calculations to determine where to shoot. We wrote a deep dive on aimbot angle logic that explains how to convert world coordinates into the view angles needed for the raycast. You have to subtract the source position from the target position to get the delta vector. If you want to truly master the math behind the hacks you need the resources at GuidedHacking.
