Quote: "The shockwave was pretty cool and how are you doing the projectiles - are they actually physics controlled : are you performing manual rotation first then applying a force for direction, or are you rotating using forces on the required axis first?"
The shockwave isn't physics controlled, it uses my own particle system and I just apply the force in a circle using sin/cos for the x/z velocities.
Quote: "Are the light shafts some sort of inversion of evolveds light shafts demo?"
All the shaders in this project are written by me, the shadow shafts actually use the shadow mapping of the objects, only it's applied to a series of camera-space quads that gradually get farther away depending on the distance to the camera. Their alpha is 1.0 / planeCount, so the amount of planes just changes the quality of the effect. Because it uses the shadow depth-maps it's amazingly simple to implement, no more cameras required, just a single shader for the planes and the plane object. The slowdown is merely due to the pixel shader's shadow lookup which can be very intensive for higher display resolutions as you can end up doing 83 million depth comparisons at my native 1280x1024 with 64 slices. Though in the videos I used the default 800x600 window so it's far less.
Quote: "Have you found a way to manually position the soft body on the DB pyramid or is it held in place by the pyramids physics or maybe a forcefield?"
There is no way to manually position soft bodies with the current wrapper(short of deleting and remaking them), I just rely on them not falling through my pyramid while the shield's online, though this can happen with low FPS.
Quote: "Also how many cameras are used for the scene- what kind of framrate did you get/would have got in that vid?"
5 including the default one, reflection+refraction and the 2 shadow ones. In the recorded video I believe I got around 80-150FPS depending on the part, but much less during some of the fluid scenes and probably the nuke, it was in software mode though.
Quote: "What is your hardware - 1 or 2 cards?"
A single 8800GTS was used to record that video without a PPU and in software mode.
Quote: "Have you released, do you ever intend to release your water shader"
Well, it's not the most friendly to use as I made it specifically for my project as with all the other shaders, but once the entries are released you'll have full access to them and my media, so yes I guess. But don't expect me to make any examples on how to use them! The shader itself is fairly similar to evolved's one so you might be better off using that for now, the main differences are that mine have specular. Also I use a terrain-sea mask that allows me to blend between the sea effect and the standard terrain, well actually the refraction image as this allowed me to smoothly blend between the water and land without using transparency.
Quote: "or maybe your shadow shaft effect or can you explain how its done if its not evolveds."
Most of my objects in the scene are rendered by the shadow cameras thus they cast shadows as well as receive them, my camera-space quads don't cast shadows, but they receive them and so the shadows of objects just cast onto these planes and give the illusion of casting a volumetric shadow, they also have transparency of course so the more layers are in shadow the darker that region gets.