Here is a crude example I just threw together (click for focus, then use the arrow keys to move): http://circlepush.com/raptor.html
It works pretty well, but I imagine using one of the methods you listed would be a lot faster. Thanks for sharing them, I'll keep them in mind for a possible upgrade to the game.
Nevermind... I just finished it.
The colors always bugged me, why does the color sometimes become black when I'm traveling towards it when it should become brighter? Perhaps because the game only simulates the frequency and we can only see a narrow spectra so it makes sense it is black on both ends.
Also the closing doors don't seem to work properly, or it is just my perception.
You're absolutely right about the colors. Right now, the color-blocks only show what would happen to the wavelength (which gets 'black' as you head into UV), not the brightness. There are so many effects, which can get confusing if all presented at the same time, so I had to pick and choose which I'd represent.
That said, I really should have added levels that dealt with the brightness. It's a cool effect, too, dammit! I'll keep that in mind.
About the doors, if you're noticing what I think you're noticing, a quick explanation... Put shortly: in their rest frame, they open/shut simultaneously. But to the moving raptor, those 'simultaneous' moments happen at different times. Which is why the raptor feels like she can fit through a pair of doors that are otherwise too close together - there is a period of time (in her frame) that the doors are both open, letting her through.
I don't have any immediate plans to port Velocity Raptor over, though. It would take an entire rebuild of the game.
One player made a quasi-"light clock" using the bullets, and another made a whole sequence of levels about the see-all seal that may as well be canon :)
I'm happy to answer any questions/take feedback/suggestions.
Oh, and __m: I can't reveal VR's secret identity... what if Professor Rex found out? Could spell certain disaster.