Tremulous Forum

Mods => Modding Center => Topic started by: /dev/humancontroller on August 22, 2007, 10:40:57 pm

Title: Golden Ratio
Post by: /dev/humancontroller on August 22, 2007, 10:40:57 pm
Is the golden ratio used anywhere in Quake 3 or Tremulous? Because if not, it's a good idea to start using it.
Title: Golden Ratio
Post by: HamStar on August 23, 2007, 12:11:03 am
Why?
Title: Golden Ratio
Post by: /dev/humancontroller on August 23, 2007, 12:29:31 am
Quote from: "HamStar"
Why?
If you don't know what the golden ratio is, google it, then come back if you have anything useful to say.

It's time that we consider the aesthetic qualities of the design. If you are a talented designer (of anything - architect, artist, etc.) then your work may feature impicit golden ratio values, because you have a feel for it. But you may explicitly use the golden ratio to give it a definite polishing and improve the look&feel, especially in areas where you wouldn't think about design improvement otherwise.
Title: Golden Ratio
Post by: Taiyo.uk on August 23, 2007, 12:46:14 am
1:1.618 to four significant figures. It's a surprisingly common ratio in nature. It's reciprocal and square can be found by subtracting or adding one respectively.

If you want to know whether the magic ratio is used in tremulous then get looking.
If you want to know that the magic ratio is used in tremulous then get mapping, modeling and texturing.
Title: 1.6:1, baby!
Post by: player1 on August 23, 2007, 01:24:17 am
I play Tremulous in widescreen. Isn't that good enough?
Title: Golden Ratio
Post by: /dev/humancontroller on August 23, 2007, 01:49:20 am
I don't ask without a reason.

I've been viewing the souce code for long enough, and have not found anything, so it's either not used, hidden, or maybe it's just me. And I don't feel like learning modelling or mapping to measure existing ratios.

And as for the widescreen, it depends on what kind of widescreen. 16/9 = 1.77778. That's too far away to be gold. The usual is 3/4 = 0.75, thats really too far from gold. Do you have a 1618/1000 screen?
Title: it's a general rule of thumb for projecting video
Post by: player1 on August 23, 2007, 02:54:11 am
widescreen = 16/10
"normal" screen = 4/3

P.S. The values you are looking for are 1280 pixels by 800 pixels (1280 divided by 800 equals 1.6). I wasn't being totally flip. (The judges would also have accepted 800 by 500, 1024 by 640, 1152 x 720 or several other combinations, but my external monitor is about fifty feet away right now, so I'm too lazy to look them up).

I agree that the Golden Wrecked-angle is thought to be aesthetically pleasing, and that it is said to be found "everywhere in Nature", thus obviously even Aliens would use it in their structures (or are all Trem maps supposed to represent Human space?). We cannot expect them to use Le Metiere, certainment?
Title: Golden Ratio
Post by: Survivor on August 23, 2007, 09:49:05 am
Mappers don't use the ratio conciously a lot, that's all I can say. Far more is determined by the player hitbox sizes, weapons present and gameplay. This goes for any game. Don't know about modelmakers.
Title: Golden Ratio
Post by: ShadowNinjaDudeMan on August 23, 2007, 07:42:27 pm
The golden ratio is everyewhere.

EVERYWHERE!!!!!!!!!!!
Title: Golden Ratio
Post by: n00b pl0x on August 23, 2007, 10:10:09 pm
golden ratio is laim

boo
Title: Golden Ratio
Post by: Superpie on August 24, 2007, 03:18:46 am
IMO the golden ratio is just something nobody notices unless someone points it out, and even then its just neat for a couple of seconds.
Title: Golden Ratio
Post by: DASPRiD on August 24, 2007, 12:34:37 pm
Golden ratio is overrated.
Title: Golden Ratio
Post by: /dev/humancontroller on August 24, 2007, 06:35:49 pm
No it's not, it's just overlooked. Yes, some theorize it can be found everywhere, the more you search, the more you can point out. But the golden ratio isn't appealing if you don't notice it, and therefore that's not the same golden ratio used in design! They're the ones you explicitly add that are noticable and appealing.
Title: Golden Ratio
Post by: benmachine on August 24, 2007, 07:34:18 pm
This is incredibly inspecific as a point. If you illustrate one area where the ratio is not being used and could be meaningfully put in place, then you are much mroe likely to draw an audience.
Title: Golden Ratio
Post by: Lakitu7 on August 24, 2007, 08:01:52 pm
Come back when you've written something concrete to demonstrate, instead of just spouting lofty and often impractical ideals from freshman-level classes like you usually do.
Title: Golden Ratio
Post by: khalsa on August 25, 2007, 04:33:19 am
Quote from: "Lakitu7"
Come back when you've written something concrete to demonstrate, instead of just spouting lofty and often impractical ideals from freshman-level classes like you usually do.



I concur. Your comments here and especially on bugzilla seriously need some rethinking or your part (aka stop it).


Khalsa
Title: Golden Ratio
Post by: /dev/humancontroller on August 25, 2007, 08:39:44 am
So I theorize too much and it doesn't make much sense to you. I'm saying, forget about the thing that the golden ratio is everywhere.

Recently I've looked at a couple of real, explicit golden ratio examples:
- People usually make the cursor blink time 0.5visible-0.5invisible. Try 0.618visible-0.382invisible. (Of course it isn't good if the cursor blinks very slowly, like every second or so.)
- Try the 0.618 opacity for HUDs.

I'd put a warning: do not abuse the ratio.
If you want the 3D graphics to dominate (in parts of the HUD that are just decorations), use 0.382, and if you want the HUD pictures to dominate, use 0.618 opacity. But just because that 0.618 looks good, doesn't mean it should be used if you want to clearly see the HUD or the data on it (like a small crosshair).
Another example, uhm, movement speeds. Making it so that you run forward with 1.0 speed, to the right and left with 0.809, and backwards with 0.618 may give the user a feeling that something is right here, but for gameplay reasons, this cannot be used. 1.618 sprint speed would also be rediculous.
Title: Golden Ratio
Post by: Samurai.mac on August 25, 2007, 02:06:50 pm
That's possibly one of the biggest loads I've read in some time. To me it seems obvious that there is likely to be a mathmatical connection among geometric shapes, that doesn't mean that there's anything paricularly special about it.
Title: Golden Ratio
Post by: Lakitu7 on August 25, 2007, 02:31:15 pm
Hahaha. It's not that the thoeries "don't make sense" to us. It's that we've already seen them years ago and know better from experience because we're not freshmen and have actually spent time in the real world.
Title: Golden Ratio
Post by: n00b pl0x on August 25, 2007, 06:28:32 pm
lak why do you hate freshmen D:
Title: Golden Ratio
Post by: Lakitu7 on August 25, 2007, 06:58:11 pm
They're fine unless they think they know everything.
Title: Golden Ratio
Post by: /dev/humancontroller on August 28, 2007, 11:21:31 am
WTF is a freshman? I hope it means nothing related to being a noob.

There are lots and lots of usage of the golden ratio. Every 2D and 3D design can use it in shape scale design.

More generally you can just devide time and quantities with the ratio, not to mention the sound frequencies.
Title: Golden Ratio
Post by: tehOen on August 28, 2007, 11:31:13 am
Quote from: "neo"
B U L L S H I T !
Title: Golden Ratio
Post by: Odin on August 28, 2007, 12:27:13 pm
Quote from: "/dev/humancontroller"
WTF is a freshman? I hope it means nothing related to being a noob.
It's official, /dev/humancontroller is a genuine retard.