In this shot the shockwave is generated from the asteroid.. i am right now working with the code for collision detection with the shockwave... thempeg movieshould give you an idea as to how the stuff looks in realtime
the class is configurable enough to allow any kind of skin colour or orientation of the shockwave.. you can also control the starting / end size of the shockwave and the speed of the shockwave..
Nice. I'd add some motion blur to the wave so it looks more dynamic. You use alpha channel anyway so it should be easy. You could make a transition from the texture to transparent inside and outside the ring (blur the edges generously). If the texture structure would be destorted towards the center it would be even better.
jox
It is like it is. And because it is like it is, things are like they are.
i am planning to do that with shaders in the final cut anyway.. i believe vertex / pixel shader / HLSL is designed just to do such tasks and efficiently at that...
this should squeeze out a few extra cycles
for older cards i am thiking about using a reflection 2 layer material for the shockwave base texture and the sheen
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Saurav Mohapatra
author, artist and bona fide geek
Oh, it looks that you are using a mesh in form of a ring for that.. Is that so?
You can save some polygons when you just take a square plane (2 tris) and map the texture on it. The aplha channel creates the ring for ya, so no need of a ring mesh. its also more flexible.
for testing you could use a TestSceneNode and scale one axis to 0. Easy.
jox
It is like it is. And because it is like it is, things are like they are.