[Wallpaper][V9] JellyBeans GLES2 3D -manyFeatures- highly customizable - Android Apps and Games

Updates:
Version 13 28.10.2012:
-Many new features added on htc evo 3d version
-neverending road, drag to drive
-big 3d analog clock
-timeshift-displacement lava-like shader material
-Sterescopic suport, red-green, s3d and normal mode
-...
Version 9 10.10.2012:
-Faster Rendering for all Objects
-Changed to old fluid colors
Version 8 07.10.2012:
loading custom obj files!
Load any 3D-Mesh to your 3D live wallpaper!
Just place "beammeup.obj" on sd root and activate loading from settings.
Try with attached exampes.
News: New HTC-evo-3D stereoscopic Version in new thread...
obj-import will work for both versions soon:
http://forum.xda-developers.com/showthread.php?t=1904203
Version 7 25.09.2012:
saved some cpu-power, reworked internal framerate-and sensordelay, re-balanced Color Fluid Surface-Particles, fixed a bug of previous Versions not showing 3D-Andoid if active alone.
Version 6 25.09.2012:
HTC-Evo-3D Stereoscopic Flying Particle added in landscape and portrait
Version 5 25.09.2012:
-HTC-Evo-3D Stereoscopic 3D Mode supported in landscape and portrait with auto switchig orientation. Use with "Jmz 3D Switcher". 3D-Mode can be used with other Objects. It has one build-in Image yet and can load custom, pre-interlaced in devices resolution. Will add sterescopic support for 3D-Objects like the Android and loading custom obj´s. Also particles flying into your head...
-Optimized color fluid and beta-particles a little and rebalanced the connection between both so activate both and test.
-I forgot to disable multisampling on Version 4 so it is the only version with multisampling. It will not run on devices without ms. Also it looks a little better and runs a little slower. This is was only Version 4, "fixed" on Version 5...
Fix Version 4 24.09.2012: Path to not-cropped Image will be saved since this version, so selected Image will come up after reboot or resetting wallpaper. If image is not avilible because sdcard is not mounted yet after reboot, backup tex will be used until sdcard is mounted. If Image is renamed or deleted, also backup tex will be used until you set another image or restore missing file. So all Settings should work fine now.
Note: Framerate and Sensorspeed are tweaked to 100% to give you a very smooth first run, until you touch the framerate slider first time.
I can't stop touching my phone!
BIG UPDATE Liquid Version 3 23.09.2012:
So much new stuff: New Objects, New Features, New artworks, New Settings, many Fixes and Changes, improved stability.
New Objects:
-The amazing Color Fluid Surface(including; Liquid Colors, Anti-Color, Particles, a swimming Object, Connections to other Objects, own new sub-section in Settings)
-Full Screen Image(just shifting a little with homescreen)
-New Liquid Beta-Particles (linked to the Fluid Surface to make 2 fluid physics engines connected driving each other!)
-The amazing Color Fluid Surface:
Get a realy liquid screen.
Make fine colorfull swhirls with each finger or mix the whole fluid witch all touch points.
Continuously auto-selecting the "next most-amazing color" for each touch point.
See the colors mixing transparent on any background.
Finger 4 will dropp Anti-Color, the mathematical opposite of Color. Anti-Color and Color will be colorfull neutralized against each other. Naturally Anti-Color is invisible but I found a way to show it. It´s enabled on default and will change to it´s naturally invisibility if switching to "Inverse Fluid Colors".
The Engine has it´s "own" swimming Particles and a swimming customizable Object.
Some Objects are connected to the fluid and will swimm in fluid and/or add forces to it.
The Fluid Particles are very fine and have some options, you can select an independent build-in texture to keep them look Particle-like while using any Picture on other Objects.
Fluid Surface code is great but calculated on cpu and needs power at higher fluid resolution. This needs some optimizations, I will try to move some expensive calculations to faster scripts or buffer-array-operations to make it run faster at higher resolutions. Rendering fluid is already fast.
-Static Background Picture. It´s just shifting a little with homescreen. If you select a not-transparent Picture, background will hide the 3D-Android and the 3D-Background Particles, so don't forget to disable hidden Objects to safe power.
-New Liquid Beta-Particles.
Interesting dynamic physics. Connected to Fluid Surface, if active together, engines will move each other, result will move very dynamic or chaotic.
Beta because unoptimized, slow, cpu draining, laggy touch and unstable physics could force close somtimes because moving out of bounds. But It can blast the Fluid
-New Image Artworks all supporting Transparency:
If you want to use old removed Images, you can extract the Images from old apk file.
-New Settings. Added icons to most options. Select Picture direct from Image-Buttons.
As simple and friendly as possible.
Linked gravity-sensor-delay to framerate slider to make it fast or power-saving together.
Added info and contact button linked to this thread(nothing else online yet).
Wallpaper runs fine without sdcard now. Just Cropping Image is not possible without sdcard reasonable.
- Build on Android 4.1.-, minimum required Android 2.2.
Runs Best on 4.1 with "additional features" and best stability. Settings Icons will not be visible on older Androids than 2.3.3 if I am right.
Runs on every phone and virtual device I tested. Also it runs on my TegravII Tablet on Android x86 4.0 R2 but only the 3D-Android is shown and changing Picture works but everything else not. So I will try to get it running complete on not fully compatible Android x86 later.
-Bugs: Nothing is realy broken for me. For left bugs seems just trying again makes it fine.
Loading or Cropping Pictures could still fail on bigger images or incompatible formats. I will rework the image handling a little softer to make this stable. Unfortunately Wallpaper can force close on first start in some cases.
This was next step to get everything ready for more interesting stuff.
Please send some feedback after testing.
______________________________________________________
______________________________________________________
Version 2 28.08.2012:
-New Version Build on Android 4.1.(V1 was build on Android 2.2)
-Fixed a Cropping Bug(should run more stable on most devices)
-Added Settings and Wallpaper Picker Icon, Picker can be launched after Setup
-Some Changes on loading Settings, Settings can be used before setting Wallpaper now
-This Update should fix most bugs and enable new UI in Settings!
Wallpaper Description:
Highly customizable by loading Images to interacitve Objects on fast GLES2 (OpenGL ES 2.X) Engine.
MainFeatures:
-Load any Image from Gallery to any interactive object! (supporting jpg and png with transparency)
-Load any Image cropped from Gallery to any interactive object! (supporting jpg and png without transparency)
-Fast GLES2 Engine! -Multitouch -Gravity-Sensor
-Transparency on all objects (if transparent png used)
-5 included Example Images with transparency
-Many Settings
Objects:
-Big multitouch Layer in foreground supporting G-Sensor
-Background 3D-Particles floating and rotating on Home-Screen-Shift
-High-Quality Particle System, dropping Particles from all touch-points to Gravity-Direction. Particles are rotating and random glittering when dying.
-The Bouncing Object. Elastic, downfalling, touchable, could be anything depending on the picture you select. This can get knot, you can unknot by throwing around or resetting by hiding Wallpaper(opening an app or turning display off and on will reset physics)
-The 3D-Android. Mustsee! Smooth, high Quality 3D Object with fine Mapping your Image. Rotating on Homescreen Shift and Gravity-Sensor.
Engine/App Features:
-required Android 2.2. <-> 4.1 compatible.
-Superfast GLES2 Engine on low CPU Power. Everything is displayed via optimized Shaderscripts on the GPU Buffer.
-Adjustable Framerate. Depending on Device Speed and selected Objects you can save Power by slowing down Framerate. Best result shold be about 90% with a little delay. At 100 % it will run without delay, should be no problem but not required.
-Low CPU-Power at all. Worst case with all Objects active and 100% Framerate(no delay) it consumes only about 30% CPU Power on my Evo 3D.
-Wallpaper only needs Power if visible. Propper freeing all recources and unregistering sensors if invisible.
-Settings Launcher in Notification Bar.(could be toggled in settings)
-Can be moved to sdcard in app menu
-I will implement much more (ai talking to you, more Physics, 3D-Wallpaper-Designer-App, obj-Importer,Kinect-Scan-Importer...)
Premissions:
Change/Delete External Storage. Neede to save the cropped Image.
Loading From Galery Info:
Without cropping only a link will made to load the original Image. Loading linked Image can fail! Chance to fail is higher on larger images. Also re-initialising after sucsessfull load can fail. Also speed will slow down if using big images. No Problems on smaller images, great for loading png icons with transparency. Ideal size is 512x512 Pixels (Image will be used direct as gl texture without resizing). After rebooting Device link to Image could get lost and backup tex will be loaded. Please select Image again.
By Cropping a resized 512x512 Version is saved on sdcard/jbGLESIIwallpaper/curbg.png. You can replace this Image with a transparent png for example and it should come up if you select cropped from Gallery without finishing cropping(that would overwrite the replaced)
This should work without Problems. Cropping Pictures could fail. Try again, this should bring up any jpg or png.
BUGS!!!
-Please set Wallpaper before launching Settings!!! Launching Settings before setting Wallpaper can drive you into strange Behaviours*.
-Wallpaper needs SD-Card! Wallpaper should run without sd but needs sd to start, to launch setting and to bring up custom images. If custom image is selected, wp should use backup Image and load your selected if sd is mounted again.
-Selecting Images from Gallery can fail. Please try again or try cropped.
-Selecting Images from Gallery can crash the Wallpaper or get into strange Behaviours*.
-It is only tested on my Evo [email protected], a Xperia [email protected] and some emulator images. It works on the SDK-Emulators GPU-Emulation (faster as suspected). Loading the Image as GLESII Texture needs the GPU to support the pixels format, this may fail on some devices or drivers.
-Wallpaper will start on default settings after rebooting device, setting another Wallpaper, crashing or re-installing, but your Settings are saved and will be restored if launching Settings Menu.
*strange Behaviours: waiting, staying black, force close, not opening settings, text in settings broken, asking for superuser premissions.
If you get into strange Behaviours please kill the app from app menu and try again. Everything will work fine!
a bug-free version would have not all the features yet. I am very sorry for any Problem and except everyone will be able to get it running fine.
I hope someone will have fun with it! I like it. I coded this using many open sources. It is just the beginning, to get the engine perfect with all features I want. This will be much more soon.
Downloads:

looks pretty sweet. Nice job. Will report any bugs I find.

Update Version 2 28.08.2012: Must Bugs fixed, 4.1 build
Updates:
Version 2 28.08.2012:
-New Version Build on Android 4.1.(V1 was build on Android 2.2)
-Fixed a Cropping Bug(should run more stable on most devices)
-Added Settings and Wallpaper Picker Icon, Picker can be launched after Setup
-Some Changes on loading Settings, Settings can be used before setting Wallpaper now
-This Update should fix most bugs and enable new UI in Settings!

Looks cool, gonna try
Sent from my SGH-T989 with Cyanogenmod 10 Alpha Power.

Great wallpaper! I loved it!
Sent from my PC36100 using xda premium

Da_Rock_1119 said:
Great wallpaper! I loved it!
Sent from my PC36100 using xda premium
Click to expand...
Click to collapse
Happy to hear that after all that work(continued)!
Thanks for first feedback!
@All: I have an urgent project and hollydays next week so updates will be small or after that (I can edit and build project on phone, so maybe I find some time at the beach

Version 3: Can't stop touching my phone!
Updates:
Can't stop touching my phone!
BIG UPDATE Liquid Version 3 22.09.2012:
So much new stuff: New Objects, New Features, New artworks, New Settings, many Fixes and Changes, improved stability.
New Objects:
-The amazing Color Fluid Surface(including; Liquid Colors, Anti-Color, Particles, a swimming Object, Connections to other Objects, own new sub-section in Settings)
-Full Screen Image(just shifting a little with homescreen)
-New Liquid Beta-Particles (linked to the Fluid Surface to make 2 fluid physics engines connected driving each other!)
-The amazing Color Fluid Surface:
Get a realy liquid screen.
Make fine colorfull swhirls with each finger or mix the whole fluid witch all touch points.
Continuously auto-selecting the "next most-amazing color" for each touch point.
See the colors mixing transparent on any background.
Finger 4 will dropp Anti-Color, the mathematical opposite of Color. Anti-Color and Color will be colorfull neutralized against each other. Naturally Anti-Color is invisible but I found a way to show it. It´s enabled on default and will change to it´s naturally invisibility if switching to "Inverse Fluid Colors".
The Engine has it´s "own" swimming Particles and a swimming customizable Object.
Some Objects are connected to the fluid and will swimm in fluid and/or add forces to it.
The Fluid Particles are very fine and have some options, you can select an independent build-in texture to keep them look Particle-like while using any Picture on other Objects.
Fluid Surface code is great but calculated on cpu and needs power at higher fluid resolution. This needs some optimizations, I will try to move some expensive calculations to faster scripts or buffer-array-operations to make it run faster at higher resolutions. Rendering fluid is already fast.
-Static Background Picture. It´s just shifting a little with homescreen. If you select a not-transparent Picture, background will hide the 3D-Android and the 3D-Background Particles, so don't forget to disable hidden Objects to safe power.
-New Liquid Beta-Particles.
Interesting dynamic physics. Connected to Fluid Surface, if active together, engines will move each other, result will move very dynamic or chaotic.
Beta because unoptimized, slow, cpu draining, laggy touch and unstable physics could force close somtimes because moving out of bounds. But It can blast the Fluid
-New Image Artworks all supporting Transparency:
If you want to use old removed Images, you can extract the Images from old apk file.
-New Settings. Added icons to most options. Select Picture direct from Image-Buttons.
As simple and friendly as possible.
Linked gravity-sensor-delay to framerate slider to make it fast or power-saving together.
Added info and contact button linked to this thread(nothing else online yet).
Wallpaper runs fine without sdcard now. Just Cropping Image is not possible without sdcard reasonable.
- Build on Android 4.1.-, minimum required Android 2.2.
Runs Best on 4.1 with "additional features" and best stability. Settings Icons will not be visible on older Androids than 2.3.3 if I am right.
Runs on every phone and virtual device I tested. Also it runs on my TegravII Tablet on Android x86 4.0 R2 but only the 3D-Android is shown and changing Picture works but everything else not. So I will try to get it running complete on not fully compatible Android x86 later.
-Bugs: Nothing is realy broken for me. For left bugs seems just trying again makes it fine.
Loading or Cropping Pictures could still fail on bigger images or incompatible formats. I will rework the image handling a little softer to make this stable. Unfortunately Wallpaper can force close on first start in some cases.
This was next step to get everything ready for more interesting stuff.
Please send some feedback after testing.

Fix Version 4 24.09.2012: Path to not-cropped Image will be saved
Updates:
Fix Version 4 24.09.2012: Path to not-cropped Image will be saved since this version, so selected Image will come up after reboot or resetting wallpaper. If image is not avilible because sdcard is not mounted yet after reboot, backup tex will be used until sdcard is mounted. If Image is renamed or deleted, also backup tex will be used until you set another image or restore missing file.
So all Settings should work fine now.
Note: Framerate and Sensorspeed are tweaked to 100% to give you a very smooth first run, until you touch the framerate slider first time.

Version 5: HTC-Evo-3D Stereoscopic 3D Mode supported and some fixes
Version 5 25.09.2012:
-HTC-Evo-3D Stereoscopic 3D Mode supported in landscape and portrait with auto switchig orientation. Use with "Jmz 3D Switcher". 3D-Mode can be used with other Objects. It has one build-in Image yet and can load custom, pre-interlaced in devices resolution. Will add sterescopic support for 3D-Objects like the Android and loading custom obj´s. Also particles flying into your head...
-Optimized color fluid and beta-particles a little and rebalanced the connection between both so activate both and test.
-I forgot to disable multisampling on Version 4 so it is the only version with multisampling. It will not run on devices without ms. Also it looks a little better and runs a little slower. This is was only Version 4, "fixed" on Version 5...

very nice, thank so much

Update:
Version 6 25.09.2012:
HTC-Evo-3D Stereoscopic Flying Particle added in landscape and portrait

Update:
Version 7 25.09.2012:
saved some cpu-power, reworked internal framerate-and sensordelay, balanced Color Fluid Surface-Particles, fixed a bug of previous Versions not showing 3D-Andoid if active alone.

News: New HTC-evo-3D stereoscopic Version in new thread...
obj-import will work for both versions soon:
http://forum.xda-developers.com/showthread.php?t=1904203

Update: obj-import: Load any 3D mesh to wallpaper.
Update:
Version 8 07.10.2012:
loading custom obj files!
Load any 3D-Mesh to your 3D live wallpaper!
Just place "beammeup.obj" on sd root and activate loading from settings.
Try with attached exampes.

Update: V9: Performance
-Faster Rendering for all Objects
-Changed back to old fluid colors

Update: Version 13 28.10.2012: many new features
-Many new features added on htc evo 3d version
-neverending road, drag to drive
-big 3d analog clock
-timeshift-displacement lava-like shader material
-Sterescopic suport, red-green, s3d and normal mode
-...

Related

[Live Wallpaper] 3D Active Blocks **updated 5/22/11 **.

This is my first android active opengl 3D wallpaper. Its tilt sensitive and when you touch the wallpaper it causes a ripple effect in the blocks. I have some options to remove the random z axis movement and two different block textures.
I’ve only tested it on my nexus one, and I’m looking for feedback(ideas) and how it runs on other active wallpaper enabled devices.
Thank for trying it out.
Video preview http://www.youtube.com/watch?v=ttkBMfPyrXQ
Version update 3.2.3
Added grid rebuild effect when wallpaper comes back in view. Can also be disabled in settings.
Reduced app size, project cleanup and changed some textures to jpgs.
Version update 3.2.2
More work on gallery image selection and the image is now better aligned with texture.
More work on movement code, hoping this corrects the grid position errors
Version update 3.2.1
Rebuilt with target OS 2.1 and lowered texture size to help reduce FC's.
Latest version 3.2.
- Added gallery image clipping, to better size image to grid.
- Uploaded app to market.
Features and effects for version 3.1
- Sticky finger effect (item can stick to your finger and fall back down)
- Disable accelerometer option, saves on battery
- Optimized touch selection.
- Made changes to gallery image loading. Reduced memory footprint and better scaling. (still in work)
- Homescreen page position now tilts the grid.
- Worked on landscape mode. (still in work)
- New preference settings.
**Note It can now be downloaded from the market, just seach for "activeblocks" or use the below link.
market download link http://market.android.com/details?id=com.nibblertech.activeblocks&feature=search_result
Why it asks permissions for Storage and Phone calls?
I have installed it on my HTC Desire and it seems to be working fine.
obvious question is... how's the batterly life since it uses the sensors?
tsouza said:
Why it asks permissions for Storage and Phone calls?
Click to expand...
Click to collapse
I'm looking into why its wanting those permissions, because the only one I use is ACCESS_SURFACE_FLINGER for object selection screen buffer writing.
Also I'm working on custom texture selection, which gives you the abillity to use any picture for the textures.
As for battery life, my wallpaper stops running when its not in view so that should help battery life.
Version 3 updated, many new features and effects, see first post for details.
Added video preview see first post for link.
Looks very nice.
cool idea, but it needs higher quality images to start. maybe some additional settings to tweak the users experience?
Looks cool. going to give it a try.
How to remove this??????
for my dext it's tooooo heavy
can't find any way.. hmmm
edit.
es file xplorer can't find it but standard app remover yes... sorry (however nice app )
So I downloaded the app for my HTC Desire and sent it to me through mail. I installed the app and it said that it was installed. But I can't seem to find the app anywhere in my app list, anyone knows why?
I tried this out, it seems to be pretty cool, but on the Droid X it seems to tile images. Maybe it is set to work with a certain pixel size image and tiles them if they are over that size?
You can remove this when you go to settings --> Aplications --> Manage applications --> All
it should be in that list
thomasedridge said:
So I downloaded the app for my HTC Desire and sent it to me through mail. I installed the app and it said that it was installed. But I can't seem to find the app anywhere in my app list, anyone knows why?
Click to expand...
Click to collapse
It's a live wallpaper, not an app. You set it as a wallpaper. That's why the thread starts with [Live Wallpaper]
Hehe.
Very cool. Woul love to pick an album, rather than just a single picture from my gallery. Perhaps picking a set number of pics would be ok, also.
lwp
I have never had a problem installing apps before, some reason with this i get an error saying that no app can be found to install it. Any ideas?
im a noob to all of this.. what steps need to be taken to get this onto your device? galexy s, vibrant to be exact
Its a cool live wallpaper its just makes my nexus choppy as hell, also I dont like the fact when you restart your phone and have a custom image the screen comes back on all white. Otherwise its pretty damn cool.
Very nice concept mate, works flawlessly on my SGS

[APP] [LWP] Smoke Play beta

Hi all,
My second app is up on the marketplace:
https://market.android.com/details?id=ph.android.smokeLWP
It's a fluid solver driven live wallpaper and stand-alone app.
The effect is a simple but satisfying dynamic smoke.
Youtube video to follow tomorrow.
I would really appreciate your feedback and feature requests!
Cheers,
-=JK=-
My sgs2 is smoking!
Impressions are good, although with a blank initial screen, thought something was wrong until I touched it...(Duh I know).
A wee bit pixilated but understand the universal performance issue, which would slow most devices dramatically If at a higher resolution.
It reminds me of a app called Fleya, which is on the market, if you are not familiar with it, check it out.
But this is a great start, and being a fan of fluid / smoke dynamic simulations, this is a keeper
Will be following this.
Well done and thanks.
Regards
With reference to the "Fleya" app for reference.
www.appbrain.com/app/fleya/fixedpointcode.fleya
Cheers
Thanks buzzboy.
Yeah, I am also a fan of fleya!
I've got quite a lot to add to Smoke Play to get it to where I want it. I've been messing around with some settings and superficial stuff for about a week so I thought it just needs to get out there.
My ideas for features are:
a settings activity where you can up the detail and iterations on the fluid solver for more powerful phones
expose all the smoke (or fluid) properties to be customisable
define some cool pre-sets
coloured smoke that mixes (have this working on my laptop)
continuous auto-sources of smoke
objects (draw shapes) in the path of the smoke
calculated objects field from the homescreen icons (smoke collides with your icons)
an auto-config activity which scales the detail up or down to optimise quality on all phones
maybe put an ad in the settings activity
I'm not sure what order I'll do things in. I think some sort of settings screen will be up next.
I'm keen to hear other ideas too!
Cheers,
-=JK=-
Just made an update, check it out!
Added features:
- smoothed the input
- added multitouch
- added a settings screen to make the level of detail user configurable
The "medium" level of detail is about right for my SGS ... so you can judge the right setting for your phone.
Cheers,
-=JK=-
Another update:
- tweaked the settings for the different levels of detail smoke
- fixed a memory usage bug (will keep an eye on this, difficult to reproduce)
Cheers,
-=JK=-
Nice, runs at very high on my DHD, nice work.
Sent from HydrOG3N MOD DHD.
Technology Evolves, Android Evolves.
HydrOG3N is THE Revolution.
Real smooth on my echo, nice work
This is very entertaining. I am looking forward to the features you want to implement.
How about accelerometer detection so the smoke rises accordingly, depending on how the phone is being held.
I wallpaper works in the preview mode but will not apply to homescreen. One suggestion I can think of is being able to change the background image. It would be awesome to be able to have a weed background with dynamic smoke
Sent from my Hero CDMA using XDA App
This wallpaper is amazing. The only thing it really needs is a certain amount of smoke as a sort of baseline so that I don't have a blank phone every time I wake it up. It is pretty nifty that the screen comes alive the first time you touch it though..
Nice!
Working great on my SGS running on High detail. Very nice work!
Hope to see implementation of accelerometer and colors.
Thanks for the feedback everyone, great to hear!
I wanted to make more updates, but I've been a bit tight for time recently. Some of the feedback I've had is that it looks pixelated so I've been unsuccessfully trying to work on a simple shader to smooth the rendering. I may not be able to make this work, but I'd like to. For those interested, the fluid sim uses C code via the NDK so this may be complicating things for me ... also shaders will not work below Android 2.2 which adds complication.
Colour is definitely coming, I have this working with a simple RGB colours in my test code. I want a nice way to choose colours in the settings screen. Any suggestions around this would be cool.
Accelerometer detection will come, but this will be slightly more tricky than colour and may take me a little time.
A constant source of some smoke (so there is something always on the screen) will be a later addition.
I haven't looked at transparency over a background image yet.
Cheers,
-=JK=-
i love this man its very nice. the updates you want to do are sounding great too! one thing i do want to add is an idea for it. maybe when you get the constant smoke source try having so your touches dont always produce smoke but can just twirl it and influence it. like have a setting where you can turn on constant smoke and then play with it. But its great so far keep up the work!
Hi Guys,
Got an update out! (finally)
This one includes:
- a bug fix of a known issue in OpenGL which was causing a crash when switching between the app and the wallpaper every now and then
- a smoothing renderer. This takes the edges off the pixelated look which was the main feedback I was getting.
I went down and back several paths to try and smooth the rendering. I'm fairly happy with it. The levels of detail for the fluid simulation are the same as before, but it divides each cell into 4 and does a sort of subtle bloom effect prior to the gl rendering calls.
Hope this improves the look and feel for people.
I looked at porting to OpenGL ES 2.0 (from 1.0), but it was just too difficult for what I was doing. If anyone knows a good tutorial to do this I may look into it in the future. I think the shader effects available in 2.0 would further improve / customise the visuals.
Cheers,
-=JK=-
PS - next up: accelerometer (then coloured smoke / constant sources)
New version out today!
Accelerometer detection for the smoke rising added.
Also slightly improved the rendering performance.
Finally got around to filming it too, here's a video:
http://www.youtube.com/watch?v=8xdLceg474k
Cheers,
-=JK=-
Version 1.8 up on the market.
Added continuous source mode: smoke is continuously added to the middle of the screen, swipe to push it around with forces.
Added simple colour: cycles through RGB when you touch the screen.
Next up: background image, colour picker.
Cheers,
-=JK=-
Thanks for sharing.
As an FYI, the smoke is pixelated on my Archos 70 :
I'm using the latest market version with "smooth rendering" enabled.
Hi jknut,
I'm sorry it's pixelated on your device.
You can try upping the smoke level of detail in the options.
Unfortunately, this will increase the number of calculations per frame and may slow it down to a crawl.
There's not a lot I can do about this ... the algorithm is implemented in C via the NDK so it's not going to get much faster. I have implemented a fixed point version which gave a slight speed increase but unacceptable precision for the effect.
Even on my Core i5 laptop I can easily make it grind to a halt on a detail setting not much more than the "are you feeling lucky" one.
Cheers,
-=JK=-
PS - more features to follow, just swamped with work right now
Version 1.9!
Hi all,
New version just released.
Features added:
- colour picker, so you can choose your own colours
- background images you can pick
Check out the new youtube video demonstrating here:
http://www.youtube.com/watch?v=Ip5wahetEEA&feature=youtu.be
Android Market link:
https://market.android.com/details?id=ph.android.smokeLWP
Facebook link for the app:
http://www.facebook.com/pages/Smoke-Play/181185655317341
As ever, comments welcome.
I have a next feature in mind, but not sure it is possible yet
Cheers,
-=JK=-

Android graphics true facts

Saw this one on google+ and I think it's a nice read and very informative
How about some Android graphics true facts?
I get tired of seeing so much misinformation posted and repeated all over the place about how graphics rendering works on Android. Here is some truth:
• Android has always used some hardware accelerated drawing. Since before 1.0 all window compositing to the display has been done with hardware.
• This means that many of the animations you see have always been hardware accelerated: menus being shown, sliding the notification shade, transitions between activities, pop-ups and dialogs showing and hiding, etc.
• Android did historically use software to render the contents of each window. For example in a UI like http://www.simplemobilereview.com/wp-content/uploads/2010/12/2-home-menu.png there are four windows: the status bar, the wallpaper, the launcher on top of the wallpaper, and the menu. If one of the windows updates its contents, such as highlighting a menu item, then (prior to 3.0) software is used to draw the new contents of that window; however none of the other windows are redrawn at all, and the re-composition of the windows is done in hardware. Likewise, any movement of the windows such as the menu going up and down is all hardware rendering.
• Looking at drawing inside of a window, you don’t necessarily need to do this in hardware to achieve full 60fps rendering. This depends very much on the number of pixels in your display and the speed of your CPU. For example, Nexus S has no trouble doing 60fps rendering of all the normal stuff you see in the Android UI like scrolling lists on its 800x480 screen. The original Droid however struggled with a similar screen resolution.
• "Full" hardware accelerated drawing within a window was added in Android 3.0. The implementation in Android 4.0 is not any more full than in 3.0. Starting with 3.0, if you set the flag in your app saying that hardware accelerated drawing is allowed, then all drawing to the application’s windows will be done with the GPU. The main change in this regard in Android 4.0 is that now apps that are explicitly targeting 4.0 or higher will have acceleration enabled by default rather than having to put android:handwareAccelerated="true" in their manifest. (And the reason this isn’t just turned on for all existing applications is that some types of drawing operations can’t be supported well in hardware and it also impacts the behavior when an application asks to have a part of its UI updated. Forcing hardware accelerated drawing upon existing apps will break a significant number of them, from subtly to significantly.)
• Hardware accelerated drawing is not all full of win. For example on the PVR drivers of devices like the Nexus S and Galaxy Nexus, simply starting to use OpenGL in a process eats about 8MB of RAM. Given that our process overhead is about 2MB, this is pretty huge. That RAM takes away from other things, such as the number of background processes that can be kept running, potentially slowing down things like app switching.
• Because of the overhead of OpenGL, one may very well not want to use it for drawing. For example some of the work we are doing to make Android 4.0 run well on the Nexus S has involved turning off hardware accelerated drawing in parts of the UI so we don’t lose 8MB of RAM in the system process, another 8MB in the phone process, another 8MB in the system UI process, etc. Trust me, you won’t notice -- there is just no benefit on that device in using OpenGL to draw something like the status bar, even with fancy animations going on in there.
• Hardware accelerated drawing is not a magical silver bullet to butter-smooth UI. There are many different efforts that have been going on towards this, such as improved scheduling of foreground vs. background threads in 1.6, rewriting the input system in 2.3, strict mode, concurrent garbage collection, loaders, etc. If you want to achieve 60fps, you have 20 milliseconds to handle each frame. This is not a lot of time. Just touching the flash storage system in the thread that is running the UI can in some cases introduce a delay that puts you out of that timing window, especially if you are writing to storage.
• A recent example of the kinds of interesting things that impact UI smoothness: we noticed that ICS on Nexus S was actually less smooth when scrolling through lists than it was on Gingerbread. It turned out that the reason for this was due to subtle changes in timing, so that sometimes in ICS as the app was retrieving touch events and drawing the screen, it would go to get the next event slightly before it was ready, causing it to visibly miss a frame while tracking the finger even though it was drawing the screen at a solid 60fps.
• When people have historically compared web browser scrolling between Android and iOS, most of the differences they are seeing are not due to hardware accelerated drawing. Originally Android went a different route for its web page rendering and made different compromises: the web page is turned in to a display list, which is continually rendered to the screen, instead of using tiles. This has the benefit that scrolling and zooming never have artifacts of tiles that haven’t yet been drawn. Its downside is that as the graphics on the web page get more complicated to draw the frame rate goes down. As of Android 3.0, the browser now uses tiles, so it can maintain a consistent frame rate as you scroll or zoom, with the negative of having artifacts when newly needed tiles can’t be rendered quickly enough. The tiles themselves are rendered in software, which I believe is the case for iOS as well. (And this tile-based approach could be used prior to 3.0 without hardware accelerated drawing; as mentioned previously, the Nexus S CPU can easily draw the tiles to the window at 60fps.)
• Hardware accleration does not magically make drawing performance problems disappear. There is still a limit to how much the GPU can do. A recent interesting example of this is tablets built with Tegra 2 -- that GPU can touch every pixel of a 1280x800 screen about 2.5 times at 60fps. Now consider the Android 3.0 tablet home screen where you are switching to the all apps list: you need to draw the background (1x all pixels), then the layer of shortcuts and widgets (let’s be nice and say this is .5x all pixels), then the black background of all apps (1x all pixels), and the icons and labels of all apps (.5x all pixels). We’ve already blown our per-pixel budget, and we haven’t even composited the separate windows to the final display yet. To get 60fps animation, Android 3.0 and later use a number of tricks. A big one is that it tries to put all windows into overlays instead of having to copy them to the framebuffer with the GPU. In the case here even with that we are still over-budget, but we have another trick: because the wallpaper on Android is in a separate window, we can make this window larger than the screen to hold the entire bitmap. Now, as you scroll, the movement of the background doesn’t require any drawing, just moving its window... and because this window is in an overlay, it doesn’t even need to be composited to the screen with the GPU.
• As device screen resolution goes up, achieving a 60fps UI is closely related to GPU speed and especially the GPU’s memory bus bandwidth. In fact, if you want to get an idea of the performance of a piece of hardware, always pay close attention to the memory bus bandwidth. There are plenty of times where the CPU (especially with those wonderful NEON instructions) can go a lot faster than the memory bus.
All credit goes to Dianne Hackborn. Thanks for sharing this!
HAHAHAHA good facts, and very interesting!
Great post
yup, Nice Post!
Interesting observation!

[APP][4.0+] 500 Firepaper v3.00

500 Firepaper provides a live wallpaper and a daydream showing you the latest images from /r/EarthPorn throughout the day.
You never need to look at that boring old wallpaper again, or search for hours for a nice new one. This app will show you quality photographs from all over the world - different ones each day!
NOTICE: This app switched from using the 500px API to showing images from Reddit's /r/EarthPorn sub, as 500px is shutting down their API. Please read the statement on my G+ page - https://plus.google.com/+Chainfire/posts/W52tb4kp8zN
Configurable options include the refresh interval, brightness of the images, oversaturation, and blurring.
Please note that high resolution imagery and animation takes quite a bit of memory, so obviously this app is aimed at high-end devices.
If you are a Muzei user, 500 Firepaper also presents itself as an art source to Muzei.
FAQ
What does buying Pro get me?
I've already made all the features available to you for free. Supporting my developments is optional, but certainly appreciated.
Why is there no save feature ?
Not allowed per API terms
Three finger tap to go to the next image doesn't seem to work, what now ?
On some devices (like the HTC One) you need to put down your fingers one-by-one.
Why does this use so much RAM ?
High-resolution imagery takes a lot of memory in uncompressed form, and multiple buffers are required. But fear not, should your device need the memory while the wallpaper/daydream is not visible, the memory occupied by the app will automagically be released and repurposed.
Can the cached images be put somewhere else, like on my sd card ?
No, they cannot.
Do you want a balloon ?
No, but thanks for asking.
Notices
This application uses the Reddit(tm) API and is not endorsed or certified by Reddit or Reddit Inc. All images (c) their respective owners.
No personal or private information about you or your device is collected or transmitted by this app.
Why ? (you can skip this if not interested)
So this really isn't anything special and probably nobody cares about it. But here it is anyway.
I actually started writing something a little bit like this years ago (which was called Firepaper) which had loads of advanced options, but due to Android 2.x and the constant fighting with memory limitations, I never released anything. Then past February I thought about doing something with 500px, and wrote a lot of the code, but for some reason never finished it. This weekend I had some time to spare and didn't feel like working on any of my usual apps, and I was annoyed with the Nexus 5 wallpaper, so I finished this up (this is something I actually want for my own phone).
There's other live wallpapers and daydreams that do similar things. But due to the nature of background syncing, caching and transferring images I didn't really feel like trusting somebody else to get that right, and not drain my battery when I need it most or rake up the data charges. Not that I'm convinced I did it right, but it works for me so far
Download
You can download the app on the Play Store for free:
Download 500 Firepaper
DO NOT REDISTRIBUTE
In other words, please don't post the APK elsewhere, rather just link to this thread.
Changelogs
2018.05.29 - v3.00 - RELEASE NOTES
- Switch out 500px API for Reddit's /r/EarthPorn
2017.09.15 - v2.80 - RELEASE NOTES
- New API keys
- Grand algorithm reworking:
--- API call rate limiting
--- Daily quotas
--- Cache period extension
--- Display order randomization
- Fixed bug where images would auto-change for a few seconds
2015.12.03 - v2.70 - IMPORTANT NOTICE
- Broke up with 500px
2015.03.16 - v2.65
- Fix low resolution display (use 'clear cache' feature or wait a few days for it to clear up)
- Fix for Muzei art source which would stop working after a while
- Fix black screen on some devices during wallpaper startup
2015.02.25 - v2.60
- Significantly reduce the number of requests to 500px API servers (more speed, less bandwidth)
2015.02.24 - v2.59
- Fix issue with pinned images not sticking
- Further cache tuning
2015.02.22 - v2.57
- Reduce default cache size
- Fix removed image (at 500px) triggering a download loop
- Fix fallback image download failure
2015.02.15 - v2.55
- Add value display to slider dialogs
- Add orientation bias setting
- Add min and max cache size settings
- Add cache settings category (moved some settings around)
- Improved memory utilization in history browser
- Improved cache clearing behavior
2015.02.14 - v2.50
- (C) 2015
- Adjust wallpaper selection icon on Lollipop
- Fix blurry images due to 500px API changes. Use "clear cache" option to force fix.
2014.12.22 - v2.45
- Exit Daydream on unused key press
- Added button to share title, author, and link from history browser
- Fix possible loop issue during image change
- Fix pinned images not staying pinned when refresh set to 'every screen off' or 'every home display'
2014.12.02 - v2.42
- Icon replacements
2014.11.26 - v2.40
- Hardware acceleration now default
- Fix Pro not showing on secondary devices
- Basic L theming (more and new icons coming soon)
- TV compatibility
2014.10.21 - v2.32
- Fix some black screen issues
2014.10.19 - v2.30
- Android-TV related changes
- Fixed high CPU due to network failure
2014.05.10 - v2.27
- Fixed crash on close
- Fixed occsasional rapid succession refresh
2014.05.09 - v2.26
- Crash fix on 4.0 and 4.1 devices (ditched DexGuard)
2014.05.09 - v2.25
- Hardware acceleration: reduce flicker
- Hardware acceleration: fixed an auto-refresh issue
- Hardware acceleration: double tap to deblur
- Muzei: fixed an auto-refresh issue
- Added wakelock timeouts (just in case)
- Adjusted rotation refresh behavior
- Separated all components into their own processes for better memory management
- Blur setting no longer affects daydream
- Pinned image no longer affects daydream or Muzei
- Reworked parallax scrolling
- Reduced background resource usage
- Touch detection adjusted again
2014.05.03 - v2.06
- Fixed crash on launch (DexGuard again!)
2014.05.03 - v2.05
- History Browser no longer automatically closes when selecting it from recent apps
- Fixed some premature refresh issues
- Fixed refreshing of unseen images
- Clear cache now also removes orphaned files
- About a dozen reported minor crashes fixed
- Hardware acceleration: transition effect changed
- Three-finger tap detection adjusted
2014.04.29 - v2.00 - RELEASE NOTES
- Triple tapping the wallpaper now opens the history browser
- Complete reworking of the history browser
--- Twopane layout now vertically oriented in portrait mode
--- During navigation position is remembered (singlepane)
--- Improved thumb loading
--- Implement auto-release memory cache
--- Use disk cache if image available
--- Load shown image first
--- Swipe to navigate
--- Animations
--- Margins
- Revamped cache algorithms, spreading throughout the day
- Clear history moved to main screen
- Garbage bin icon in history browser now deletes only current image
- Added experimental hardware acceleration (some caveats)
- Reworked touch detection code
- Improved LWP setup wizard (skips a screen if possible)
- Allow user to set default image (shown when no other image can be displayed)
- (Pro) Pin wallpaper to the screen for X days (or manually progressed, if sooner) (LWP only, no daydream or Muzei)
2014.02.26 - v1.70
- Fixed "Transportation" category: un- and re-select it in config to fix
- Added option to clear history
- Fix a number of potential crashes that could cause black screen
- Batch together incremental image downloads
- Adjusted image download strategy if not limited to Wi-Fi. Should reduce data usage in that case.
2014.02.13 - v1.60 - RELEASE NOTES
- Added Muzei support
- Dream: hide navigation bar pre-KitKat
2013.12.15 - v1.53
- Fixed (one) possible issue where image will not refresh
- Fixed issue with In App Purchase detection (again)
2013.12.14 - v1.51
- Fixed some categories not working (if you have this problem, use "Clear cache" option)
- Fixed issue with In App Purchase detection
- Changed nag frequency to at most once a day
2013.12.13 - v1.50
- Added blur option
- Added oversaturate option
- Added history browser
- Added setup wizard
- Added donation
- Fixed another black bar issue
- Fixed some spelling errors
- Current image now survives restarts (rotation on some launchers, reboot)
- Parallax disabled by default
2013.11.20 - v1.20
- Fix possible crash at normal daydream exit
- Fix freeze at power cord pull while daydreaming
- Changed triple tap algorithm - no longer pops up during fast swiping
- Triple tap to open 500px is now optional
- Loading a new image on rotation is now optional
- Added option to refresh image each time the home screen is shown
2013.11.18 - v1.12
- Fix crash on startup - if still happening: Settings->Apps->500 Firepaper->Clear data
2013.11.18 - v1.11
- NOTE: UPDATING WILL CLEAR CACHE
- Triple tap opens 500px
- Added NSFW switch
- Longer refresh intervals for LWP
- Fixed a scaling bug that could cause horrible pixelation
- Change to interval settings now active immediately instead of at next image
- Fixed miscalculation that could cause black bars
2013.11.12 - v1.04
- Evermore crash fixes
- Optimized away some redundant drawing operations
- Fixed some rendering issues
- More aggressive memory management (reduce memory use when device low on memory)
2013.11.12 - v1.03
- Fixed some more crashes
- Fixed some spelling errors
- Added option to disable parallax effect
2013.11.11 - v1.02
- Fixed some crashes
- Fixed some issues with daydream on S4/Note3
2013.11.11 - v1.0
- Initial release
Thank you! This sounds great! From a trusted developer as well. I'll give it a whirl on my new Nexus 5.
Where are stored the images till they became cleared?
Nice work!
Sent from my One using XDA Premium 4 mobile app
It crashd on first run
Anyway,after that working well
i9300 - Android 4.3 last stock rom
It also crashed on me immediately. It has worked flawlessly after that
Sent from my SM-N900V using XDA Premium 4 mobile app
Nice work Chainfire, needed also a new wallpaper on my Nexus 5
Gesendet von meinem Nexus 5
Thanks guys. Thanks for the crash reports also. Seems live wallpapers and daydreams are handled slightly different across devices and I mostly tested on Nexus 5 and Nexus 10.
I've already fixed a couple of crashes, and some trouble with daydreams specifically on S4/Note3. Play should update in a few hours.
Keep the crash reports coming, and don't forget to mention such details as your exact device and Android version, and if possible provide a logcat.
Chainfire said:
Thanks guys. Thanks for the crash reports also. Seems live wallpapers and daydreams are handled slightly different across devices and I mostly tested on Nexus 5 and Nexus 10.
I've already fixed a couple of crashes, and some trouble with daydreams specifically on S4/Note3. Play should update in a few hours.
Keep the crash reports coming, and don't forget to mention such details as your exact device and Android version, and if possible provide a logcat.
Click to expand...
Click to collapse
Works very well on the N5, the 3 fingered system works a treat :angel:
Thanks once again for yet another great app, something the nexus 5 definitely needed.
azzinder said:
Where are stored the images till they became cleared?
Nice work!
Click to expand...
Click to collapse
In the app's files directory under /data/data/<packagename>/files ...
Installed on N5 & N7 2013, and for now, works like a charm Thank you.
Great app, uses quite the amount of memory though (up to 102MB now) on the N10. Also annoying that even with a static live wallpaper like this, the scrolling still becomes choppy on the N10...
Exactly what I wanted! There used to be an app on the market with changed the wallpaper periodically from images from 500px, but it stopped working a long time ago Now this is even better Btw, working fine on official Xperia Z Ultra
App works flawlessly on Xperia z1 aswell. This app is really neat.
I got feature request but i'm not sure if its even possible to create. Do you think it would be possible to make the live wallpaper set the picture its currently displaying as the lockscreen wallpaper aswell? Would be neat to have the same wallpaper on my lockscreen aswell. :laugh:
Anyway Chainfire great work as allways, Keep up the great work!
CazeW said:
Great app, uses quite the amount of memory though (up to 102MB now) on the N10. Also annoying that even with a static live wallpaper like this, the scrolling still becomes choppy on the N10...
Click to expand...
Click to collapse
That sort of memory use is to be expected when working with high resolution imagery (and Java, heh). It shouldn't become much more than that though.
I don't really see it being choppy on my N10 but my homescreen is pretty much completely empty. The N10 isn't that fast graphics wise due to it's ridiculous resolution, and unfortunately live wallpaper drawing are not hardware accelerated unless OpenGL is used, which is a whole other world of hurt waiting to happen (development wise) and quite overkill for this purpose.
Maybe I should make an option to disable the parallax in the stock launcher, that should speed it all up a bit.
veghov said:
App works flawlessly on Xperia z1 aswell. This app is really neat.
I got feature request but i'm not sure if its even possible to create. Do you think it would be possible to make the live wallpaper set the picture its currently displaying as the lockscreen wallpaper aswell? Would be neat to have the same wallpaper on my lockscreen aswell. :laugh:
Anyway Chainfire great work as allways, Keep up the great work!
Click to expand...
Click to collapse
That's up to the lockscreen, I'm not going to implement anything specifically for that. On Android 4.4, the lockscreen actually shows you the LWP as well.
I think parallax effect not working but well pics are awesome... thnx :good:
LG Optimus G Pro E988
stock LG (rooted) ROM 4.1.2
Any feedback about battery consumption... since i have a travelling job i stay away from the charging point have to look at battery consuption
Edit: I don't know why but wallpaper changes with every auto rotation + in landscape mode size of wallpaper doesn't fit full screen. There is a black strip in the left (actually upperside) and right (lowerside) of display ...
Parallax effect not working on N9005 and why when I exit the setting after pressing the shorcut to setting, it will not get back to the app?
works prefect in Samsung galaxy S4 mini.... except from the first crash. Thanks a lot for your whole work!
It works flawlessly without any crash on Galaxy Note II, Android 4.3 (Touchwith). Great work as always Chainfire. :good:

[APP][5.0+][Photography] Image Warp - Grid Modifier 4.49.35

[APP][5.0+][Photography] Image Warp - Grid Modifier 4.49.35
​
Image Warp - Grid Modifier
Transform pictures with manually adjustable grids.
A small photo editing tool to to skew, scale, distort, rotate and change the perspective of individual parts or whole images.
Grid points can be set manually to fit the needs of your project.
Features:
● Skew (shear), scale, rotate, perspective warp
● Manually adjustable grid
● Load pictures from within the app or directly from the gallery
● Reads EXIF image rotation
● Saving full (PNG) & cropped (JPG) up to 16MP (4096x4096)
● Auto cropping largest inscribed rectangle
● Resuming last state on startup
● Pinch-to-zoom
● Simple and clean UI
● Phone & tablet support
● Portrait & landscape support
Tips & Tricks:
● Double-tap to reset picture zoom
● Long-press undo button to reset warp / grid
Please leave a comment if you have any suggestions or encounter any bugs. Thank you!
4.49.35 (April 6, 2020)
New UI & icon
Reads EXIF image rotation
Resuming last state on startup
Load image through gallery share
Edges are editable
Zoom bubble for setting grid points
Saving full (PNG) & cropped (JPG) up to 16MP (4096x4096)
Auto cropping largest inscribed rectangle
Share & view in gallery after saving
Bug fixes & more...
0.3.152
pinch-to-zoom
zoom step buttons - +
faster saving
fixed occasional crash when pressing undo button
fixed misaligned transform when pressing undo button
High Resolution Image support HD, 3K, 4K in settings for devices with at least 1GB RAM
UI improvements
lot of bug fixes
0.0.2
Dark Theme added
Bug fixes
Holly crap, your app looks really good, testing now. Thanks!
Edit: I couldn't open the link directly from XDA forum app, it opens the image. Maybe you should post the link additionally. I finally just searched the app in the Playstore.
Hi, very interesting app!
I hope there will be more features in next releases and possibility to edit full-res image.
Update
rodaven said:
Holly crap, your app looks really good, testing now. Thanks!
Edit: I couldn't open the link directly from XDA forum app, it opens the image. Maybe you should post the link additionally. I finally just searched the app in the Playstore.
Click to expand...
Click to collapse
Sorry for the inconvenience, fixed it. Thank You!
Publiuss said:
Hi, very interesting app!
I hope there will be more features in next releases and possibility to edit full-res image.
Click to expand...
Click to collapse
0.3.152
pinch-to-zoom
zoom step buttons - +
faster saving
fixed occasional crash when pressing undo button
fixed misaligned transform when pressing undo button
High Resolution Image support HD, 3K, 4K in settings, for devices with at least 1GB RAM
UI improvements
lot of bug fixes
Not quite full-res yet, working on it. :silly:
Thanks for the feedback guys! :highfive:
great idea ?
Update
4.49.35 (April 6, 2020)
New UI & icon
Reads EXIF image rotation
Resuming last state on startup
Load image through gallery share
Edges are editable
Zoom bubble for setting grid points
Saving full (PNG) & cropped (JPG) up to 16MP (4096x4096)
Auto cropping largest inscribed rectangle
Share & view in gallery after saving
Bug fixes & more...

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