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N° 001EMULATION / MULTIMEDIA / RESEARCH

ARUAN'S ENTERTAINMENT SOFTWARE.

A cross-platform emulation frontend and multimedia engine, forged on Avalonia. Born as @ES seventeen years ago — a personal challenge to push a UI framework to its absolute limit — now rebuilt for a new decade of hardware.

FRAGMENT SHADERTOY · .FRAG
REACTIVE AUDIO SPECTRUM
02

Acquire the build.

Live from GitHub Releases. Stable and pre-release channels, every desktop platform — AOT and runtime variants. Click a row to download.

AOT (Ahead-of-Time) builds are self-contained — no .NET runtime installation required. Runtime builds require .NET 9+ to be installed on the host.

Querying releases...
Compatibility
[WIN] Windows
  • Windows 11 24H2+ x64, ARM64
  • Windows 11 22H2+ x64, ARM64
  • Windows 10 22H2 x64
[LNX] Linux
  • Kernel 5.15+ x86_64
  • glibc 2.31+ (Ubuntu 20.04+)
[MAC] macOS
  • macOS 13 Ventura+ Apple Silicon
  • macOS 11 Big Sur+ Intel
View all releases on GitHub → Android builds are not published yet — the AES_Lacrima.Android target is still in development.
03

On every screen.

Captured from native Linux, Windows and macOS builds. Click any frame to enlarge.

AES Lacrima on Linux
LINUX Desktop shell
AES Lacrima on Windows
WINDOWS Desktop shell
AES Lacrima on macOS
MACOS Desktop shell
Video playback
VIDEO MPV playback
Video playback 2
VIDEO MPV playback
Emulation in-game
EMU In-game
Mini mode
MINI Compact mode
04

Supported systems.

Per-platform profiles with art and metadata. Frontend integration for over two decades of hardware.

05

Shader engine.

Plasma6-style wallpaper shaders run as live backdrops. Drop any Shadertoy-compatible .frag into Shaders/Shadertoys and AES renders it. Selected shaders bind to the player's audio spectrum and react to your music — a demonstration feature, fully removable.

Browse compatible shaders →
AUDIO_REACTIVE_SPECTRUM // simulated
06

Compile it yourself.

NUKE-driven builds. Requires .NET SDK 10, Git, and Bash or PowerShell.

build.sh — AES_Lacrima
# clone
$ git clone https://github.com/aruantec/AES_Lacrima.git
$ cd AES_Lacrima

# compile (linux / macos)
$ ./build.sh Compile

# run the app
$ ./build.sh Run

# tests → output/test-results
$ ./build.sh Test

# publish release (native AOT optional)
$ ./build.sh Publish --configuration Release --runtime win-x64

# android APK (target still in development)
$ ./build.sh PublishAndroidApk --configuration Release
07

A long arc.

Seventeen years from @ES to Lacrima.

  1. 2008

    @ES is born

    Created as a challenge to master WPF and push it to its limits, within a small emulation community.

  2. 2024+

    The revival

    The project is revived as AES — Lacrima, rebuilt on Avalonia for cross-platform reach and modern GPU shaders.

  3. now

    Active research

    Content is pushed incrementally while the codebase is cleaned and organized — a living study in framework mastery.

Push a UI framework
to its limit.