Can’t you just make your game objects radiate a realistic Boltzmann spectrum, perhaps arbitrarily declaring that they all have a fairly high temperature? Then they won’t go invisible; their infrared or ultraviolet parts will shift into the visible spectrum to compensate.
Right now I have it set up to use a period of a sin wave to represent how much reception that color gets from that frequency. Integrating that times the blackbody radiation thing gets some crazy result. If I use a bell curve instead, it’s much shorter, but it involves a polylog.
I might be able to get away with having the receptor things only work with one frequency if all the colors are spread out enough.
Also, I don’t know how the radiation spectrum works when the object isn’t black, or how to look it up.
Can’t you just make your game objects radiate a realistic Boltzmann spectrum, perhaps arbitrarily declaring that they all have a fairly high temperature? Then they won’t go invisible; their infrared or ultraviolet parts will shift into the visible spectrum to compensate.
I was thinking about that.
Right now I have it set up to use a period of a sin wave to represent how much reception that color gets from that frequency. Integrating that times the blackbody radiation thing gets some crazy result. If I use a bell curve instead, it’s much shorter, but it involves a polylog.
I might be able to get away with having the receptor things only work with one frequency if all the colors are spread out enough.
Also, I don’t know how the radiation spectrum works when the object isn’t black, or how to look it up.
Well, all you want is a reasonable approximation. I would just say “It has this colour inside the visible spectrum, and blackblody otherwise”.