To start, you’ll want to find the offsets that store each player’s information, like their position in the world (usually a Vector3), orientation, health, and other important stats. Once you have these offsets, you can add them to your code and build a worldToScreen function. This function turns a player’s 3D location into 2D screen coordinates by using the camera’s view and projection, transforming the coordinates into clip-space, dividing to get normalized device coordinates (NDC), and finally mapping those to pixel coordinates on the screen. With these screen coordinates, you can overlay things like boxes, health bars, or other markers above the players. A typical method is to project both the player’s head and feet positions; if both are visible, you can calculate the box’s height using their Y coordinates on the screen, then draw the box and a health bar that fills up based on the player’s current health.
About the game’s “memory” part (high‑level, conceptual):
When people talk about “offsets” in games, they mean the specific spots within the game’s memory where certain values—like a player’s position or health—are kept. There are a few key concepts to keep in mind:
- Static vs dynamic locations: Some values can be found at predictable, stable locations relative to a loaded module or data structure; others move every run because the game allocates memory dynamically. That means addresses that hold values can change between sessions or after updates.
- Data structures and fields: Player state is usually organized as fields inside structured objects (for example: position vector, rotation, health). An “offset” typically means the position of a specific field inside such an object.
- Pointer chains (conceptual): Complex programs often use pointers or references linking objects; following those references conceptually lets you reach nested data. This is a structural concept — not an instruction on how to perform access.
- Versioning and instability: Because the game’s internal layout can change across versions or builds, relying on fixed locations is fragile; tools that depend on internal layouts typically require maintenance whenever the game updates.
- Permissions and legality: Reading or modifying another program’s memory without explicit authorization may violate terms of service and laws. Do not perform memory inspection or modification on games where you do not have clear permission.
Instead of low‑level memory access, consider approved and legal alternatives for obtaining game data: official modding APIs, engine plugin systems, telemetry or replay exports provided by the game, and other developer‑supported mechanisms that expose necessary state in a sanctioned way.
Note: This is the first way to make a simple esp but also it will give you a good basic