Hello, I’m Rehman!

Building an Automated Pipeline with LangChain DeepAgents to Find Zero-Days in Kernel Drivers. It Found One in ASUS.

I had $100 in unused Google Cloud credits from my Google One Ultra plan and figured I’d put them toward something interesting. Over the long weekend I ended up building an automated pipeline that scans thousands of Windows kernel drivers for exploitable vulnerabilities, specifically looking for signed ones so they can be loaded without test-signing mode enabled. On its first real run on a massive driver pack, it successfully flagged a zero-day in an ASUS driver. ...

April 6, 2026 · 5 min

Inside Sononym: Reverse-Engineering an Electron App for Fun and Learning

Disclaimer: The following is a technical exploration for educational purposes only. It is not intended to bypass licensing or promote piracy. Sononym is a commercial application, and users should respect its licensing terms. Sononym is a music sample browsing tool that helps producers, sound designers, and musicians quickly search, tag, and organize audio samples. Its smart search features and AI-assisted audio analysis make it a valuable tool for anyone working with large sample libraries. ...

September 24, 2025 · 3 min

Unreal Engine Multiplayer Guide to Destructible Trees, Rocks, and Resources

This is a guide on how to have destructible foliage such as in games like Valheim, and Rust. It’s developed with Replication and Multiplayer in mind, and works without spawning any new actors, all handled in InstancedStaticMesh Components and a GameState component. I started with looking at World Partition and PCG to manage this, dividing the world into cells and tracking resource state per cell. While I do use World Partition in my project, I realized this system doesn’t actually need it. Instanced Static Meshes already come with built-in culling and visibility, and layering cell-based state management on top would only add complexity without real performance gains. ...

September 8, 2025 · 9 min

Data Driven and Modular Inventory System in Unreal Engine

This is an exhaustive breakdown of the inventory system I built for Mythic, an open-world survival game where players can explore, build, hunt, survive, and more. This system is the backbone of item handling in the game, covering everything from crafting and equipping to multiplayer replication and in-world interactions. Part 1: Core Itemization Concepts 1. Introduction to the Itemization System The goal of this itemization system is to allow for a vast array of loot with varied behaviors and stats, without creating a tangled mess of code. I achieve this through a few key elements: ...

May 24, 2025 · 19 min

Custom UI Focus Highlights in Unreal Engine

When it comes to game UI, supporting mouse and keyboard is usually straightforward. Controller support, however, can be an absolute headache. While frameworks like CommonUI and CommonInput help smooth out some of the rough edges, there’s still plenty of work to do. The Challenge: Controller UI Navigation One challenge is making UI elements feel just right when navigating with a controller. In many games—including Diablo 4—the UI adapts to show a distinctive highlight when using a controller. Diablo 4, for instance, draws a bright rectangle around focused UI elements. ...

February 8, 2025 · 3 min

Setup SDL2 for CLion using CMake

Setup SDL2 for CLion using CMake Setting up SDL2 with CMake for CLion can be a hassle but in this tutorial we are going to solve that. First, open your project and set the default toolchain (found in settings) to the bundled mingw that comes with CLion. Create a cmake/modules directory in your project root. Put the following cmake file in the newly created cmake/modules directory Download the SDL2 development library for mingw from https://github.com/libsdl-org/SDL/releases/tag/release-2.26.0 (SDL2-devel-2.26.0-mingw.zip). After downloading, unzip the folder in your project root, the directory should look like this after unzipping it. ...

December 29, 2021 · 2 min

Setup SDL2_image for CLion using CMake

Setup SDL2_image for CLION using CMAKE Guide for setting up SDL2_image for CLION using CMAKE Since setting up SDL2_IMAGE is very similar to setting up SDL2, most of this guide will be very similar to the setup SDL2 for CLION guide. Open your project and set the default toolchain (found in settings) to the bundled mingw that comes with CLion. Create a cmake/modules directory in your project root. ...