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Best practices for structuring modern C++ game research projects

HexRays99
Senior Reverse Engineer
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Join Date: Apr 2022
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1y ago · Feb 10, 2025 1:00 PM
#1
As projects grow from quick experimental scripts into full SDKs, code organization becomes critical.

How do you structure your projects? What layout has worked best for you across different game architectures (Unreal Engine vs custom C++ engines)?

Here is my typical folder architecture:
- /core (Memory reader, Process handles, Pattern scanner)
- /math (Vector3, Matrix4x4, Quaternions, WorldToScreen)
- /sdk (Auto-generated structs, Offsets, Enums)
- /render (ImGui, DirectX backends, Font loaders)
- /features (ESP, Radar, Tracers, Config manager)
HexRays99 · Reverse Engineering & Static Analysis
CPP
// Always check your pointers!
if (!pLocalPlayer) return;
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KronoDev
C++ / Game Modder
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1y ago · Feb 10, 2025 3:22 PM
#2
I use almost the exact same layout! Having a separate
CODE
math
and
CODE
render
module makes it super easy to reuse across multiple game prototypes without rewriting the boilerplate.
KronoDev - Keep coding, keep learning
ShadowPwn
Security Researcher
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1y ago · Feb 10, 2025 5:40 PM
#3
Great structure. I also like adding a /config layer using JSON (like
CPP
nlohmann/json
) to save and load profile colors and hotkeys automatically on shutdown.
ShadowPwn · Security & Anticheat Analysis