If games keep track of the time elapsed in a timer variable which increments every time a time period passes (e.g. a millisecond) and if all variables have a limit to how large a number they can hold, does that mean that, theoretically, you can crash or glitch any game (or otherwise mess with its internal clock) by letting it run over long periods of time?
They could recreate the timer whenever necessary cheat engine exists.
fuck off >>>/v/
>>58446703
What do you mean?
>>58446692
No.
Over range and overflows that crash the game are the result of memory access ie you cause the level count number to increment too much and then tries to access the 20th level in a block of memory that only has 19 levels, meaning you tried to access some random memory like it was something else and memory doesn't like that.
Bad overflows are usually just ranging back to a negative number (look up signed vs unsigned binary) and the game not meant to utilize or perform operations on negative numbers in a context.
Timers are incredibly large numbers, so the chance of it overflowing is fuck all outside of sitting on an emulator at 2000% and even then you'd get marginally errors if the game kept track of long scale time.
stryder7x on YT is really good at explaining IRL coding in terms of games.
>>58446692
you're talking about an integer overflow. Even if you counted up every tick like the TSC MSR in x86-64 CPUs do, that register doesn't overflow for 10 years. Even if there was an overflow you can usually just loop back to 0 without much checking of the program's internal state.
No, any game worth a shit stops incrementing and lower quality games roll over.