In three days, the number of download is already over 100. Which is a good news.
But, I was hoping for more ratings than that. But I checked other apps, and some with 250000+ downloads only have around 1000-2000 ratings. So, less than 1% of users take the time to rate.
Anyway, it's not a reason to stop. I will post an update version very soon because I found a better way to distribute the orientations and I might try a new way to distribute the points too.
I use this blog to share (presentable) results from my research as a PhD student in computer science.
Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts
2011/06/26
2011/06/23
Live-Wallpaper available on the Market
I finally managed to put a first version of my live-wallpaper on the market.
You can find it right here:
https://market.android.com/details?id=com.blogspot.widgg_research&feature=search_result
Post comment on this post to tell me what you think about it. It's a first version and there's a lot of work to do to create the professional version and also to improve this one.
For major problem, I will do my best to put a new version of the application on the Market as fast as possible.
The live-wallpaper is rough on the fragment shader that I created in OpenGL ES 2.0. So it's very important to control the execution of the application base on this. Fewer points and a lower FPS (frame per seconds) will give better results.
I'm also interested to know the performance of your Droid, particularly if they run on Honeycomb. So, I'd like you to post your device, version of Android, number of points and FPS that you used in your settings.
Here's some screenshots:
You can find it right here:
https://market.android.com/details?id=com.blogspot.widgg_research&feature=search_result
Post comment on this post to tell me what you think about it. It's a first version and there's a lot of work to do to create the professional version and also to improve this one.
For major problem, I will do my best to put a new version of the application on the Market as fast as possible.
The live-wallpaper is rough on the fragment shader that I created in OpenGL ES 2.0. So it's very important to control the execution of the application base on this. Fewer points and a lower FPS (frame per seconds) will give better results.
I'm also interested to know the performance of your Droid, particularly if they run on Honeycomb. So, I'd like you to post your device, version of Android, number of points and FPS that you used in your settings.
Here's some screenshots:
Labels:
Android,
animation,
fragment shader,
GLSL,
GPU,
live-wallpaper,
market,
OpenGL ES,
Weird Voronoi
2011/06/14
Live Wallpaper
Playing with texture can be very nice. But when your objective is to find ways to generate them and to generate them, you need to find various methods to place points and other parameters, you notice that if some points or parameters changed a bit, the texture looks almost the same, but with a little difference.
Therefore, being able to change those parameters a little bit at the time, we are able to create animations. So instead of a static texture, we have a texture evolving with the time. And if it's done properly, this animation won't be the equivalent of an animated GIF that repeats itself forever. Each new images is unique and to have a close loop over that animation can take a while.
Live Wallpapers are a feature available sine Android 2.0. It allows you to put a wallpaper with some sort of animation, and some times interaction when you press on the screen or move your phone (if there's an accelerometer on it).
Here's some statics images produced earlier that can be converted into an animation for the live wallpaper:
Right now, there's no official date for a release. I'm taking my time to develop it properly, to be sure it won't drain batteries and it will be smooth enough.
With the limited power of a smartphone, the number of points used to control the data would be much lower. In the previous images, there's around 64 points, more or less... sometimes much more. But on a phone, 4 to 16 points might be the top. But what is important is to have enough options so the users can create the live wallpaper they want.
More information about this soon!
Therefore, being able to change those parameters a little bit at the time, we are able to create animations. So instead of a static texture, we have a texture evolving with the time. And if it's done properly, this animation won't be the equivalent of an animated GIF that repeats itself forever. Each new images is unique and to have a close loop over that animation can take a while.
Live Wallpapers are a feature available sine Android 2.0. It allows you to put a wallpaper with some sort of animation, and some times interaction when you press on the screen or move your phone (if there's an accelerometer on it).
Here's some statics images produced earlier that can be converted into an animation for the live wallpaper:
Right now, there's no official date for a release. I'm taking my time to develop it properly, to be sure it won't drain batteries and it will be smooth enough.
With the limited power of a smartphone, the number of points used to control the data would be much lower. In the previous images, there's around 64 points, more or less... sometimes much more. But on a phone, 4 to 16 points might be the top. But what is important is to have enough options so the users can create the live wallpaper they want.
More information about this soon!
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