I can't believe this... I was going to start melting stuff today, but my materials don't have heat capacity! I have crap like fissility, but no heat capacity. What an oversight... It's easily fixed, fortunately.
Things are complicated, as usual. Creatures have ambient body temperature, a range of temperature regulation, the temperature range where each function starts to break down... in addition, every material will have heat capacity, and aside from full state change (solid->liquid, etc.), different materials will blister/crack/char/etc. in the presence of high temperature. So on a hot day, your character could get blisters or sun burns, even if you don't turn to liquid.
To end on a good note, I just tested the temperature field (after all of my revisions), and it is still giving me sensible numbers. My first character started in a desert at 33.4 C. There's also a "goal" field, so that temperatures can vary smoothly throughout the day. It keeps everything up to a tenth of a degree C. Based on the exact time, the game will linearly interpolate between the "current" field and the "goal" field, which are updated themselves every hour. This allows smooth, random temperature variations from day to day. Temperatures are kept down to the "area" level, which is about 19x19 miles. Spells, etc. create "flows", which are local variations in the temperature field, so that you can have more precise changes on a smaller scale. For things like determining plant types and so on, I think 19x19 miles is fine. Later on, it will be easy to add in other variations like shade under a tree. This release will have day/night differences and latitude differences (I think). I'm hoping to be able to code those based on the suns themselves, so that if you make your world have two suns, things will work out. Light and sunsets and all that will also be determined by the position of celestial bodies, although maybe not for this release. This will be good -- then moonlight etc. will be a factor. Eclipses should be really easy... on the other hand, phases of the moon might be hard to do accurately, at least in a multi-sun setting, where you can get some weird "double-crescent" shapes. I'll probably just default to having the moon lit at all times in that setup, with its color determined by how much light from each sun is getting to it. Assuming the world is round and the suns aren't like chariots and stuff.
Anyway, back to melting...
[ April 30, 2003: Message edited by: Toady One ]