Double Helix is now an Android Experiment, and it’s open source, so you can take a look at how it works. Email me if you have questions about it. Code comments are sparse now, but I may add to them if there’s interest.
One part of what makes live wallpapers fun to design is that the camera isn’t expected to move all over the place (as is usually the case with games) and the scenery can therefore be quite limited. That gives me the opportunity to make approximations of effects that might otherwise be too taxing for a phone. For example, in Double Helix, the helix shape itself is what enables the thickness calculation in the shader from the mesh’s tangent vectors (as mentioned in my previous post).