Not for the regular compounds, no, but agents would have to have colours chosen procedurally somehow. I think what we could do is make a lattice of colours of constant saturation, each point a certain distance apart, and the agents would pick these colours as they’re generated. Then, the regular compounds would be either substantially more saturated, or substantially less saturated, so it is always pretty clear what’s what. We could even modify the lattice of available agent colours to exclude agent colours too close in hue to the regular compounds, making it even easier to recognize different compounds.
can the fluid sim handle compounds that have a scaled-down response to diffusion/circulation? I’d like to see a test where you have an ‘agent’ that diffuses more slowly and has a bright colour, on a background of clouds of compounds that are more desaturated and spread out.
Pretty much, though we have enough compounds that will appear in the game, that we could have a discussion on what colours they can have