Code center > Suggestions
Optics
Zelos:
maybe, but I rather have frequenses. it gives the option of some bots see a certain color while others dont
Numsgil:
Negative RGB values might work. Depends alot on the formula we decide to use.
Zelos:
im pretty good at formulas, so what shall the formula tell? and what values do we have to our help? RGB of course but what more?
Zelos:
if its that at a certain distance the color vanish and becoems invisible we should use the square law. wich means that the light is 1/4 as intens when the distance is double. so with something that tells how sensetiv the bot is for light. We could use the watt/dm². its easy and gives low numbers for big values. the normal intensity on earth would be 11W/dm² (from the sun). If we use this we can make the formula simple with out RGB. Unless RGB stands for the intesity of RGB.
the formula without RGB would be
--- Code: ---I/r²-B
--- End code ---
where I is the emited intesity and r is the distance and B is the bots intesity its able to see. So when its minus or 0 it dont see it. But with RGB it would simply replace I with (R+G+B) but what about if we have so that water absorb light of different color different? then we can use some formulas. then we have to decied how it absorb. does it absord light as total no matter how far it goes or does it abosrb like X%/m. with the constant one we simply put the a K (konstant) infront of each RGB, so it would look like
--- Code: ---(K(R)*R+K(G)*G+K(B)*B)
--- End code ---
K(X) is the constant of the color in it.with a %/m it will look different. it would look
like
--- Code: ---(K(R)^r*R+K(G)^r*G+K(B)^r*B)
--- End code ---
with this light decrease very fast. what do you think guys? is this the way you wanted nums?
Numsgil:
I'm not 100% sure it should be inverse square, since it's not that the light intensity becomes too faint, but that the light is absorbed by the medium. That might be a linear relationship.
I dunno, I'd have to check how the Gradient is handled.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version