// blog
Thoughts & writeups.
rssDeep dives into projects, tools, and things I've learned along the way.
17 min read
Unreal Engine - External Read Only Chams/Glow
External Read Only Chams/Glow for Major Unreal Engine Versions
2 min read
Anjin
Free desktop alternative to Crosshair X. Tauri 2.0 app with a Rust backend that paints a transparent always-on-top overlay anywhere on screen, customisable down to per-line shape, opacity, thickness, gap, rotation, and blur. System tray, click-through, global hotkeys (Ctrl+Alt+X to toggle, Ctrl+Alt+R to reposition). Express + Mongo + BetterAuth backend for the community library.
3 min read
Perception Claude Proxy
OpenAI-compatible HTTP proxy that forwards /v1/chat/completions to the Claude Agent SDK. Lets Perception (or Cursor, Continue, anything OpenAI-format) drive a Claude subscription instead of paying per-token through the Anthropic API. Persistent SDK sessions, opus → sonnet → haiku auto-fallback, per-project context, 1M-context beta, FS tools across every drive.
3 min read
Dumpception
Universal SDK dumper and web viewer. AngelScript script inside Perception attaches to a live process, walks the runtime type system for whichever engine it detects (Unreal Engine 3 → 5.7, Source 1, Source 2, Unity Mono, Unity IL2CPP), and uploads structured class/struct/enum data to a SvelteKit web app. Browse with inheritance chains, clickable type links, and full-text search. MongoDB storage.
3 min read
Prestiger
Electron app that beats Dead by Daylight's bloodweb grind. Local MITM proxy lifts the session token from the game's HTTPS traffic, then the prestige engine drives the bloodweb API directly – pathfinding, sniping specific perks, farming, tome auto-complete. Steam, Epic, and Xbox.
3 min read
RE MCP
MCP server that gives Claude direct access to a live process – memory r/w, pattern scans, Zydis disasm, Unicorn x86-64 emulation, PE parsing, xrefs, Unreal Engine helpers. 100+ primitives that Claude chains on its own.
2 min read
Cloud Radar
AngelScript script reads CS2 memory, ships it to a Bun server over a binary WebSocket protocol, and a SvelteKit dashboard renders the players on a 2D canvas. About 1KB per frame at 60fps, 64 players.