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Re:Graveyard Keeper: How the graphics effects are made by tvanantwerp on Thursday November 01, 2018 @09:43PM (#18360066)
I find that RGB color space has lots of washed-out colors with linear interpolation, but other color spaces like HSV or HCL don't have the same issue. I tend to use those color spaces for creating gradients for charts with D3. I don't know if any games make use of them.
Re:Graveyard Keeper: How the graphics effects are made by gavanwoolery on Thursday November 01, 2018 @09:52PM (#18360093)
Agreed, here is one good comparison of color spaces: http://davidjohnstone.net/pages/lch-lab-colour-gradient-pick...

Things like CIELAB are also interesting in that they provide more perceptually uniform color spaces, but at a greater computational cost.

Re:Graveyard Keeper: How the graphics effects are made by slavik81 on Friday November 02, 2018 @12:16AM (#18360662)
There's also a good discussion of colorspaces and perceptual linearity in "A Better Default Colormap for Matplotlib": https://bids.github.io/colormap/
Re:Graveyard Keeper: How the graphics effects are made by viggity on Friday November 02, 2018 @09:54AM (#18363007)
Agreed. I found the YIQ color space for perceived luminance to be extremely useful for foreground/background color readability. http://blog.nitriq.com/BlackvsWhiteText.aspx

There are other tricks you can use like stroking/bordering the text with the opposite color as it provides contrast when white is on a light background or black is on a dark background. You can also have the text "glow" or some use a drop shadow. But these don't work that great when your text is small. However you have to use these tricks when you are putting text on top of a gradient.

Re:Graveyard Keeper: How the graphics effects are made by MrLeap on Friday November 02, 2018 @08:57PM (#18368000)
HSV has been my color space of choice when I made simulators for government and industry. That's been my technique since 2007. Lerping through colors that way always looks atleast fine.