Bioshock Remastered Part Two So after a brief question time going over the some of the hooking techniques from the…
game modding | game development | tutorials
Bioshock Remastered Part Two So after a brief question time going over the some of the hooking techniques from the…
As is typical with remastered versions of games; they’re often hacked/patched to support newer rendering pipelines and Bioshock was no different. Dumping the imports showed that yes: it was using both DirectX 9 and DirectX 11.
Hackvent – Bioshock Remastered Due to the relative success of the open Dauntless hacking event. This time we’re going to…
When ImGui is functioning correctly the onscreen window will react to the presence of the mouse cursor: drawing hover effects and animations as expected. It will also respond to the user’s input and mouse clicks just as you would expect. However this was not the case with Unreal Engine games, while the window would draw it would be locked in place unable to be interacted with.
At this point I was stuck. I tried a number of different methods to retrieve the swap chain: but they were all too complex. I wanted a really simple way to acquire the swap chain to lower the bar for novice programmers. Ideally I wanted to create a template or skeleton that other people could utilise in their own projects.
How to use an injectable DLL to render ImGui over AssaultCUBE’s main screen.