Not exact matches
Using the Moves also opens up a whole new dimension
in terms of combat,
giving players the opportunity to simultaneously attack
in two different
directions; the
intensity of the combat has been pared back somewhat
in VR, with NPCs generally waiting their turn to attack, but there is still no more satisfying feeling than striking an enemy with your sword whilst casually blasting force lightning with your free hand at a grunt trying to unsuccessfully flank you.
I.absorbed / I.incident = absorptivity; I.absorbed = I.emitted; I.incident = B.emitted (because they have the same brightness temperature, where B.emitted is what would be emitted by a blackbody, and is what would be
in equilibrium with matter at that temperature), emissivity = I.emitted / B.emitted; therefore,
given that absorptivity is independent of incident
intensity but is fixed for that material at that temperature at LTE, and the emitted
intensity is also independent of incident
intensity but is fixed for that material at that temperature, emissivity (into a
direction) = absorptivity (from a
direction).
They describe the
intensity and flux that would be
in thermodynamic equilibrium with matter at a
given temperature; which would imply that a population of photons of some frequency and
direction which have that particular
intensity would have that temperature — their brightness temperature.
In that case, for a
given direction, a doubling of CSD will halve the difference between the
intensity at L and the Planck function for the temperature at L.