Can't you just make your game objects radiate a realistic Boltzmann spectrum, perhaps arbitrarily declaring that they all have a fairly high temperature? Then they won't go invisible; their infrared or ultraviolet parts will shift into the visible spectrum to compensate.
I was thinking about that.
Right now I have it set up to use a period of a sin wave to represent how much reception that color gets from that frequency. Integrating that times the blackbody radiation thing gets some crazy result. If I use a bell curve instead, it's much shorter, but it involves a polylog.
I might be able to get away with having the receptor things only work with one frequency if all the colors are spread out enough.
Also, I don't know how the radiation spectrum works when the object isn't black, or how to look it up.
This is the bimonthly 'What are you working On?' thread. Previous threads are here. So here's the question:
What are you working on?
Here are some guidelines: