Overwatch C++ Colorbot
A fully external, GPU-accelerated automation tool. Zero memory interaction — DXGI desktop duplication, a custom HLSL compute shader, and hardware-level input spoofing.
Anti-cheat assumes you'll read memory. So I didn't.
Modern game anti-cheat systems are exceptionally good at catching memory reads, injected DLLs, and kernel hooks. The whole industry of automation tools is locked in an arms race against signature scanning that I had no interest in joining.
So I flipped the model: never touch the game's process. Read the screen instead. Move the mouse with real hardware. The game has no way to tell me apart from a focused player with very fast reflexes.
Six stages, all on the GPU until they have to leave.
The hot path runs at the monitor's refresh rate. Anything CPU-side is wasted budget.
- Capture — DXGI Desktop Duplication grabs the framebuffer with zero copies into user-space.
- Detect — A custom HLSL compute shader runs target-color matching directly on the GPU texture, returning candidate pixel clusters.
- Filter — Six rejection passes for false positives: flat UI panels, transparent geometry, character outlines, name plates, ability glow, kill-cam frames.
- Score — Cluster centroid + size weighting picks the most plausible target inside the configured FOV circle.
- Smooth — One-Euro filter on the cursor delta to kill micro-jitter without adding lag.
- Move — KMBox or Interception fires the delta as a real USB HID packet. The OS sees a mouse, not a process.
// Snippet: HLSL compute kernel — color-distance test, single thread = 1 pixel [numthreads(16, 16, 1)] void CSColorMatch(uint3 id : SV_DispatchThreadID) { float4 px = src[id.xy]; float d = distance(px.rgb, target.rgb); if (d < tolerance) { InterlockedAdd(hits, 1u); InterlockedMax(maxX, id.x); InterlockedMin(minX, id.x); // ... bounding box reduction } }
Builds that ship — built like one.
Custom ImGui-inspired overlay, rendered via DirectX 11 swap-chain, hot-key configurable, persists settings to a versioned config so users can roll back patches that change game behavior.
"The hardest part wasn't writing the bot. It was deciding what behavior to not ship — every too-good response makes you look like a bot."
Generalizing the engine.
The current build is Overwatch-tuned. The next generation extracts the capture / detect / move loop into a game-agnostic library, with per-title profiles for color tolerance, FOV, and target scoring. Valorant is the validation target.
Want it? Reach me on Discord.