ALark
ALark
99 / 8
30th Dec 2016
30th Dec 2016
Photons in TPT are modelled with physically correct dispersion in glass. Not only the Snell's law causes different wavelengths (colors) to refract at different angles, but photons with different wavelength move with different speeds in glass as well.
science glass phot snell miracles dispersion photons light hoholyshit glas

Comments

  • TheNik
    TheNik
    31st Dec 2016
    The antenna dishes are made from INSL, with senders/receivers from other materials.
  • ALark
    ALark
    30th Dec 2016
    Well, in console you can also make ice that melts into lava :-) Are the antenna dishes reflection-only (no GLAS)? That would suggest issues with normal estimation, and probably something to look at in the code...
  • TheNik
    TheNik
    30th Dec 2016
    In vacuum, obviously.
  • TheNik
    TheNik
    30th Dec 2016
    Well, first, you can do it from the console intentionally. Second, I am currently working on antenna dishes and communication, and the reflected beam of photons has some that shoot out at about double velocity, and some at about half. Congrats for my antenna dishes, as this totally screws the data.
  • ALark
    ALark
    30th Dec 2016
    Inside materials, photons do travel at different speeds, obviously, just like in reality. Getting them to travel in vacuum at different speeds - this happens only when the game bugs out... (usually in corners, materials with 1px thickness etc.)
  • TheNik
    TheNik
    30th Dec 2016
    The sole fact that photons can travel at different speeds in TPT disproves your fact that they are modelled physically correctly. ;-) Just being pedantic, nevermind me.
  • KayroN
    KayroN
    30th Dec 2016
    you can use loop edge mode
  • ALark
    ALark
    30th Dec 2016
    I would also like to add that the save shows the limits of TPT engine. The photons "bunch up" into 8-9 groups because of `float' type precision used for particle position, even though the index of refraction can have 30 values depending on photon color.