bruh/a1ba

🔒 Manual approval

@a1ba@suya.place · Joined ⁨Jul⁩ ⁨2026⁩

English: rwx
Russian: rwx
Kazakh: r--
I'm dude. Born in 1997. Currently maintaining Xash3D FWGS game engine. he/him/any
Avatar :src: https://www.pixiv.net/en/artworks/141633237
Follow requests are subject of a vibe Czech.
GPG fingerprint
D7CF2696DD8C157F32D1F46515B44538C9C71CD0

bruh/a1ba boosted

continuing on my SDL3 testbed for VGUI1 reimplementation.

I strictly don't want to rely on nagist's VGUI nor on the Valve's code in Source SDK nor anybody else's code, so what I'm trying to do, is to make a self-contained program outside of GoldSrc/Xash that directly calls vgui.so and renders using plain SDL_Renderer API in SDL3.

what you see here is purely using VGUI provided classes with the exception of my tiny vgui::Taskbar extension that lets me to actually close windows. The idea is to capture what VGUI does, and turn it into C++ ABI and behavior specification, and then reuse that in my slightly older project FreeVGUI (that I abandoned for years but never forgot about)

and because it's just SDL3 and it can run in software rendering, I can as well make automated tests that will compare the rendering of Valve's original code and my own per pixel on a CI server with no GPU access and cursed stuff like llvmpipe to emulate opengl

btw the beautiful Win95 Vaporwave aesthetic icons: https://aconfuseddragon.itch.io/windows-95-plus-1
Screenshot showing off various UI widgets organized like a Win95 desktop
ALT