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Jitter in readings
06-23-2016, 09:50 PM
Post: #1
Jitter in readings
Radiation is usually not stable, as such a big improvement would be to add randomness to the readings so that it fluctuates a little but. Now the increase is a one on one relation with distance, which feels very unrealistic.

Keep up the good work.

Cheers,
Maru
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06-26-2016, 11:10 PM
Post: #2
RE: Jitter in readings
(06-23-2016 09:50 PM)Maru Wrote:  Radiation is usually not stable, as such a big improvement would be to add randomness to the readings so that it fluctuates a little but. Now the increase is a one on one relation with distance, which feels very unrealistic.

Keep up the good work.

Cheers,
Maru

How about something similar to what's happening with the Geiger counter? I apply a random variance on top of the steady tick so that you get an unsteady crackle with the ticks. I could certainly do something like that with the radiation values.

Pain is indeed a flavour, so pour on that hot sauce!
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06-27-2016, 03:29 AM
Post: #3
Star RE: Jitter in readings
Hi Maru,

I went ahead and implemented this for the three main zone types (Sphere, Rect and RectRamp).

I set it up so that you can specify an agitation frequency (how often the dose value Lerps) as well as an agitation range (Vector2 low to high).

For the background radiation values (those measuring in the 200 uSv ranges) it only takes a tiny range (1e-05, 9e-05) with a frequency of 0.5f to get something that looks pretty random. For those zones, I only flip-flop between the original background value and the background value + random range value.

For the other zones (non-background), it works well with a frequency of 0.5f and a range of (0f, 10f) but higher on the top end is okay too. For these zones, I flip-flop between original max value - random range and original max value + random range. Keeping the frequency small makes it look decently random.

This is in testing today, but I'll try to get it posted for review by Unity either tomorrow or the next day--depending on how well testing goes.

Thanks for your input!

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