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      <title>Improving Linear Search Performance Using x86 AVX</title>
      <link>https://crowbar.team/posts/linear-search-optimization/</link>
      <pubDate>Mon, 20 Jul 2026 02:00:00 +0000</pubDate>
      <guid>https://crowbar.team/posts/linear-search-optimization/</guid>
      <description>&lt;p&gt;Linear search is one of the simplest algorithms for finding a value in a sequence. It has a worst-case time complexity of \(O(n)\), making it asymptotically less efficient than algorithms such as binary search, which performs lookups in \(O(\log n)\) on sorted data.&lt;/p&gt;
&lt;p&gt;If the data is initially unsorted, however, it must first be sorted at a cost of \(O(n \log n)\). For a single lookup, this preprocessing cost makes sorting followed by binary search slower than a linear scan. Binary search becomes advantageous when the same dataset is searched repeatedly.&lt;/p&gt;</description>
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      <title>Counter-Strike 2: Reverse Engineering The Sub-Tick System</title>
      <link>https://crowbar.team/posts/cs2-sub-ticks/</link>
      <pubDate>Sun, 02 Apr 2023 00:00:00 +0000</pubDate>
      <guid>https://crowbar.team/posts/cs2-sub-ticks/</guid>
      <description>&lt;p&gt;Counter-Strike 2 introduced a new input system called &lt;strong&gt;Sub-Ticks&lt;/strong&gt;, replacing the traditional approach where a &lt;code&gt;user_cmd&lt;/code&gt; represented a single game tick. Instead, each command can now contain multiple sub-tick inputs, allowing the server to reconstruct player actions with much greater precision.&lt;/p&gt;
&lt;h2 id=&#34;what-are-sub-ticks&#34;&gt;What are Sub-Ticks?&lt;/h2&gt;
&lt;p&gt;Prior to Source 2, player input was sampled once per server tick. Counter-Strike 2 instead records player actions at a higher temporal resolution by storing multiple sub-tick events inside a single &lt;code&gt;user_cmd&lt;/code&gt;.&lt;/p&gt;</description>
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      <title>Counter-Strike 2: Reverse Engineering Ray Tracing</title>
      <link>https://crowbar.team/posts/cs2-ray-tracing/</link>
      <pubDate>Sat, 01 Apr 2023 00:00:00 +0000</pubDate>
      <guid>https://crowbar.team/posts/cs2-ray-tracing/</guid>
      <description>&lt;p&gt;A core requirement of any aimbot is determining whether an enemy is visible or obstructed by world geometry. To answer that question reliably, the game&amp;rsquo;s ray tracing system must be used.&lt;/p&gt;
&lt;h2 id=&#34;what-is-ray-tracing&#34;&gt;What is ray tracing?&lt;/h2&gt;
&lt;p&gt;Ray tracing is a technique used by game engines to determine whether a line intersects with geometry or entities in the world. A ray is cast from a starting position in a specified direction, and the engine reports the first object it intersects.&lt;/p&gt;</description>
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      <title>Counter-Strike: Global Offensive: Reverse Engineering Valve&#39;s P2P Networking System</title>
      <link>https://crowbar.team/posts/csgo-ip-grabber/</link>
      <pubDate>Sat, 01 Feb 2020 02:00:00 +0000</pubDate>
      <guid>https://crowbar.team/posts/csgo-ip-grabber/</guid>
      <description>&lt;h2 id=&#34;overview&#34;&gt;Overview&lt;/h2&gt;
&lt;p&gt;CSGO&amp;rsquo;s lobby architecture implements a decentralized peer-to-peer topology, where clients establish direct connections to exchange game state and synchronize player actions. This design exposes the underlying &lt;code&gt;ISteamNetworking&lt;/code&gt; interface, which leaks remote peer IPv4 addresses through the &lt;code&gt;P2PSessionState_t&lt;/code&gt; structure. This enables trivial IP enumeration of all players in an active lobby.&lt;/p&gt;
&lt;h2 id=&#34;architecture-analysis&#34;&gt;Architecture Analysis&lt;/h2&gt;
&lt;h3 id=&#34;steam-networking-stack&#34;&gt;Steam Networking Stack&lt;/h3&gt;
&lt;p&gt;CSGO leverages Valve&amp;rsquo;s proprietary Steam networking layer built atop the Source engine. The P2P system abstracts away NAT traversal through a combination of direct connections and relay servers, exposing the following critical structures via the Source SDK:&lt;/p&gt;</description>
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