You already answered your own question:
If now a user plays without sound or listens to music it might be that
he doesn't realize that he tries to use it without realizing why it
That's the most important reason.
Games feel better when audio and visual feedback are combined.
The thing is, in space nearly everything is so far away so will naturally look stationary. The things you could do to imply speed are
Use loud engine noise to simulate thrusters working extra hard.
Shake the cockpit to simulate thruster stress on the ship.
Have visual indicators of some kind of rate of acceleration (not speed, speed is relative so there is ...
Click on the object in the scene, and look at the Rotation values in the Inspector. This will tell you which way the object is oriented in absolute terms.
If the orientation does not match your expected axis (for example, 90 degrees off, or using an unintuitive axis for a given direction), you cannot change the axis of the object itself. Instead, you can ...
To answer your question succinctly, RYB (red, yellow, blue) would be most intuitive and closest to mixing physical colors, aka pigments, which blend subtractively.
To understand the mixing behavior of RYB color-space, see both the color wheel diagram in the question, as well as the color tree below. For your use case it seems to me it would be simplest to ...
An option is to adopt an alternate paradigm for travel, rather than trying to convey the nonsensical1 speeds you'd require.
Since you're traveling FTL anyway, the playbook goes out the window, and it's time to get creative. For instance, instead of travelling through the space between the planets, you could take a page from Battlestar Galactica (2003)'s ...
You need to read the audio spectrum and get the desired frequencies for example a bass beat would be in the range of 40 - 100 hertz then you can start doing complex algorithms with it but's that's the basics.
You might need to create a optimized version or precomputed particle driver from the audio to do this in real time.
To get the spectrum you'll need ...
As pointed out in other answers, the colour wheel most of us are familiar with doesn't match the way that pure light mixes - which is what's easiest to model with our usual representations of colours in a computer program.
With pure light wavelengths, yellow and blue are complimentary in our vision system, and blending them yields black (if subtractively ...
This can be achieved in Godot using a simple Area2D.
First create an area2d node as a new scene and add a sprite and a collisionshape2D as children of the Area2D, rename the Area2D, something like Vision_Cone for neatness.
Now add the sprite and fill the collisionshape2D with an appropriate shape.
Now with the Vision_Cone selected, choose Collisions from ...
I don't have much experience with Godot, so this answer is only about the theory.
Think of things in polar coordinates.
You can calculate an absolute angle and radius between any object that "sees" and an object that can be "seen". Using the "seer" as the origin of the polar coordinate system will be ideal.
The "seer" has a facing angle and can see some ...
The red-yellow-blue color circle invented by Le Blon in the 1720s is incorrect. You can't create perfect green by mixing equal parts blue and yellow. Creating a perfect magenta with red and blue is even harder - you usually end up with a muddy purple. And if you mix all three, you don't get grey, you get brown.
People already noticed that in the 18th ...
There is http://openlayers.org/ which should provide exactly what you need.
As seen in the example on http://openlayers.org/en/v3.0.0/doc/quickstart.html it creates a scrollable map like google maps(but can do other types as well) and allows to place custom marker and overlays.
It does not help you with the map tile generation - it is only there to use map ...
Have you ever seen old movies where they use an Identikit (little strips of transparent plastic beside each other) to reconstruct a perpetrator's face? Basically, that's what you want to do. Image files with transparency for pre-defined slices of a face, plus one or two for the actual head and face shape, another one for the hair style.
Since you're in 2D, ...
This is not a gaming related question, it is more like general graphcis programming.
You need to implement some kind of GUI library yourself, and looks like you will need vector based graphics. You might want to use something like OpenVG or similar for that.
In the end I changed my visualizer control so that it could pass some state through to the visualizers. For the design-time visualizer control, I passed through a simple context as the state. The context has this interface:
public interface IDesignTimeVisualizersContext
Entity GetEntity(string id);
So now my design-time visualizers can look up and ...
i would consider looking into GIS based methods firstly although i do not know exactly how this would relate within a game.
if i were to write from scratch for simplicity purposes however, i would scale the 2d positional Vector and group the value by those scaling within a given range i.e if you had a 1000 pixel map condensed ...