Herdr UI
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GPU 입자 별자리처럼 표시되는 Windows 11 전용 터미널 및 VNC 클라이언트
A native Windows 11 terminal and VNC client where every character is a constellation of GPU particles. C++20, DirectX 12, libssh2, and a security audit published in full.
개발 도구C++ · CGitHub @CrazyKickBoxer온라인운영자 미확인
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1분 만에 확인하기A native Windows 11 terminal and remote-desktop client where every character is drawn as a constellation of GPU particles. C++20, DirectX 12, libssh2. SSH, Telnet, Rlogin, Serial, local shell and a live VNC desktop.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A native Windows 11 terminal and remote-desktop client where every character
in the viewport is drawn as a constellation of glowing GPU particles — amber
phosphor, nixie glow, black glass — with a familiar PuTTY-style connection
workflow.
A real SFTP transfer, mid-redraw, under the Cyclone motion style — captured live, not composited.README 전문 보기 ↗A native Windows 11 terminal and remote-desktop client where every character in the viewport is drawn as a constellation of glowing GPU particles — amber phosphor, nixie glow, black glass — with a familiar PuTTY-style connection workflow.
C++20 · Win32 · DirectX 12 · HLSL compute · DirectWrite · libssh2 No Electron · no browser · no Qt · no third-party terminal widget · no CPU-rendered viewport
A real SFTP transfer, mid-redraw, under the Cyclone motion style — captured live, not composited.
profiles.json holds only a boolean saying
one exists.The VNC client, live — a real Linux desktop opening over RFB, drawn by the same particle engine as the terminal, not screenshotted.
Pure black ground and #FFB000 amber glyphs by default. Seven other colour
themes ship alongside it — Emerald CRT, Ice Cathode, Violet Haze, Blood Cell,
Paper White, Brass Gaslight, and one you build yourself from three picked
colours.
Each glyph is 96 particles by default (32 to 256, five presets), drawn in four layers: a wide diffuse glow, the character body, a sharp detail pass, and a sparse HDR sparkle. Brightness breathes on a slow sine with a faster low-amplitude flicker. Glyph changes disperse and reconverge under whichever of the 23 motion styles is active. Selected text switches to a drifting Miami Sunset gradient.
Effects are subtle by default and every one can be turned off. The terminal has to stay readable; that is the whole point.
.\build.ps1 # Release
.\build.ps1 -Config Debug -Test # Debug, then run the unit tests
.\package.ps1 # signed, portable ZIP + SHA-256
Needs Visual Studio 2022 (or Build Tools) with the C++ workload, the Windows 11
SDK, and vcpkg with VCPKG_ROOT set. HLSL is compiled to DXIL by DXC as a
build step — a shader error fails the build. See docs/BUILDING.md.
package.ps1 signs the binaries it produces if given a code-signing
certificate (-CertThumbprint or AMBERSSH_CERT_THUMBPRINT); without one it
ships unsigned and says so. tools/new-dev-cert.ps1 makes a development
certificate for testing — it is tamper-evident, not publicly trusted, and
Windows will still warn on it. Public distribution needs a certificate from a
CA already in the Windows trust store.
The connection manager opens first: a category tree on the left, settings on the right, and a Saved Sessions list with Load / Save / Delete. Pick a protocol — for SSH/Telnet/Rlogin/Raw enter a host, port and username; for VNC the default port fills in automatically; for a local shell nothing else is needed at all, just press Open.
Select with a left drag — releasing the mouse copies automatically and the
status line says how much. Right-click pastes. Ctrl+Shift+T opens another
session, Ctrl+Tab cycles tabs, Alt+drag pushes the particles around without
disturbing the text. Full list: docs/KEYBOARD_AND_MOUSE.md.
OpenSSH-format keys, of the types your libssh2 build supports. PuTTY .ppk
files are not loaded directly — the dialog tells you to convert them rather
than failing with something cryptic.
Host keys are verified and require an explicit decision on first contact. A changed key is treated as a serious failure, never a silent continue. No telemetry, no log upload, no automatic key acceptance, and no secret is ever written to a log or a JSON file.
This project has had a security-focused audit pass, and every finding from it — path traversal in the SFTP browser, an ungated remote-clipboard write, a paste-escape injection, and others — is fixed and covered by tests. What the audit found, what changed, and what is still unverified (an unresolved crash does not lie about what it can prove) is in AUDIT.md, in full, including the parts that reflect badly on an earlier version of the code. docs/SSH_SECURITY.md covers credential storage and host-key handling specifically; docs/MANUAL-VERIFICATION.md is the checklist for the parts that need a person and a screen rather than a test.
Stated plainly rather than left implicit:
A dated, fully-superseded early snapshot from before VNC or AmberX existed is kept for history at docs/VALIDATION_REPORT.md — it says plainly at the top that it is not current.
| Document | Contents |
|---|---|
| ARCHITECTURE.md | threads, data flow, module map |
| RENDERING.md | glyph sampling, particle model, bloom, GPU contract |
| TERMINAL_COMPATIBILITY.md | supported / partial / unsupported sequences |
| vnc.md | the VNC client and desktop-as-particles renderer |
| REMOTE-DISPLAY.md | AmberX / X11 remote-app forwarding (experimental, not shipped) |
| SSH_SECURITY.md | credential storage, host keys, hardening |
| KEYBOARD_AND_MOUSE.md | every shortcut and gesture |
| PERFORMANCE.md | targets, budget, what is not measured |
| BUILDING.md | prerequisites and exact commands |
| AUDIT.md | the security audit: findings, fixes, and what remains unverified |
The four-layer particle model, dual-sine brightness animation, pointer force field and shockwave follow the design of amber-particle-ssh (MIT). That project is Qt6 + OpenGL on Linux; AmberSSH is an independent DirectX 12 / HLSL implementation of the same ideas. See THIRD-PARTY-NOTICES.md.
| the checklist for what needs a person and a screen |