Afterglow has made its first release to v0.1 alpha 2 months ago now but it has come to my attention that I did not release the Arduino code as well, this has now been done.

I have also made a few updates to the how to build page

Cheers, Jono

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Afterglow has made its first release v0.1 alpha it can be found here

Its an alpha release so there may be issues, if you find something please post it on git hub.

Screen capture takes a lot of processing so if you are having performance issues play with the settings to find what is best for you.

Recently I have been using the Direct3D Capture plugin with Plex Media Centre, Titanfall and Battlefield 4.

Maybe its time to think about Afterglow for gaming as well as movies?

If you have some existing lighting hardware you would like to use with Afterglow that is also a possibility, because Afterglow is built as a plugin framework, we just need to create the plugin. Contact us and we might be able to help you get your plugin going.

Cheers, Jono

Afterglow Preview

Afterglow Preview

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Package changes

Recently there has been some cleaning up of the project, Service Stack has been kicked out dude to their new paid licensing.  Service Stack has been replaced with Microsoft Web API Self Hosted. The code changes took a few hours and ended up only being a minor change. Thankfully, as I have recently done a lot of work on the web services.

We are now using Angular  – UI Bootstrap javascript instead of Twitter – Bootstrap UI javascript. So far there were no code changes just references, and I am still using a theme found at

Soon I would also like to remove the reference to jQuery, currently it is being used by a few things, the major one is the preview. Removing this reference will provide two benefits the first is no jQuery is recommended by angular the second is a smaller download footprint.


If you would like to get involved in this project contact the Afterglow team though this site or GitHub.


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Lately we have been working hard on Afterglow, many stability improvements and a huge UI upgrade have taken place.

If you want to check out Afterglow in action even without any lights there is a great preview on the home screen. Follow these steps

  1. Download the source code from GitHub from here open it in Visual Studio 2010/2012/2013, it might even open in Visual Studio Express (I have not checked yet).
  2. Make sure Afterglow.Web is the default start up project (right click on it and set to start up project, it will be bold)
  3. You can just run it from here but I recommend you follow the next steps
  4. Change the Build configuration to Release (at the top of the screen).
  5. Rebuild the Solution, this will make sure the plugins are in the correct directory.
  6. Now you can copy the Afterglow\Afterglow.Web\bin\Release folder to where you want to run Afterglow from
  7. Run Afterglow.Web.exe
  8. It will tell you a URL to open to check it all out the default is http://localhost:8888/
  9. Your good to go!

The default configuration will work in most media players so check it out watching a movie with Afterglow!

If you create a new profile you can even get it working with a full screen game. Just add the file name of the executable and feel a new level of immersion. It works with many games including Titanfall and Eve Online.

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What’s going on

So what is Afterglow

Afterglow is software to control your ambient lighting hardware.  It is based around a plugin framework designed to be easily extended to support any type of lighting hardware. It runs on MS Windows and provides a local network web interface so is available to start/stop and configure on any device.

Where is the project at

On Github there is currently 2 versions. The first is in the ‘Master’ branch and is the old WinForms application which will soon be removed. The second is in the ‘0.2’ branch and this is where the project is heading with a web interface. This branch is currently does not have all of the configuration options needed but its getting there.

We currently have a few plugins created and one of them even works when playing games so this system is not just for movies.

Currently I am working on the light setup screen then all the other plugin configuration screens. Most plugin configuration screens will be automatically generated,  this will help plugin developers focus on how it works not the configuration screens.

To get Afterglow working for you get the code from Github and use MS Visual Studio to compile the code. When the software is a bit further along we will create an exe to download.

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Afterglow in action

Here’s a video of Afterglow 0.2 running with 50 lights that Gav has posted:

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The new UI has started

We have started using jQuery Mobile and Angular with some help from jQuery Mobile Angular Adapter. So far it doesn’t do much just view the Installed plugin types, Configured plugins, and a big start button. We did have the preview working but I broke that during my implementation of Angular :S

[AFG_gallery id=’2′]

If anyone wants to join the development let us know.

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Big delay – but finally I have got around to implementing some support for the web based UI in Afterglow.

We have decided to use ServiceStack to implement a RESTful API. Nothing fancy to see yet but the ideas are starting to form up – currently you can start and stop the Afterglow Runtime from a URL, and view the list of profiles configured (via the REST API). Once we have the REST services in place we can start creating a funky UI to consume them.

ServiceStack is a great .NET cross-platform REST web services framework. Using ServiceStack means we will have a simpler deployment and can easily support Linux in the future (Mono).

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Web UI on it’s way

After making a framework that allows custom plugins for ambient lighting behind a screen we have decided it’s time to make the program nice to use. Our next release which on GitHub we have called 0.2 will replace the current WinForms with hopefully using MVC. Nini configuration has already been replaced with XML, plugin loading is now dynamic so you don’t need to edit our code to add a plugin.

So when the web UI is done settings can be edited though any device on your wifi.

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The DirectX Capture plugin is now available. This uses the Direct3DHook project to capture fullscreen DirectX games and pass the image into the Afterglow processing loop.

Here are some screenshots of it in action with EVE Online and the Preview Output plugin. Running this with the lights in a dark room is pretty awesome!

[AFG_gallery id=’1′]

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