Hi all,
i’m also backer of the former (and it seems that currently failed) Clang ‘initiative’ and I see that there are very close similarities between KC-D and Clang (‘we strive to create realistic sword fights’, very interesting video updates, etc. ) - at least for the depiction of sword fighting (i know that Clang didn’t aimed to create anything else) - so i would like to know whether the authors of KC-D took any inspiration / lesson learnt from Clang as well ?
I already asked KC-D team through kickstarter question form, but I received only generic answer that
’We are aiming for historical accuracy. So we work with sword martial artist and study all relevant sources’
- which didn’t answered my Clang related question at all…
So in more detail
- how Clang approach / technology differs from KC-D (or vice-versa) ?
- Any thoughts on what went wrong with Clang (specific HW, too complex fight controls, not enough know-how) ?
- How do you ‘know’ that you will be better than Clang (and actually succeed in capturing the swordfight well)?
Again - my main point is that at least for the combat the KC-D seems to follow same path as Clang (e.g. they displayed similar videos with people fighting and motion-tracking etc .) - so what will be different in case of KC-D ?
Thanks,
David
p.s. link to Clang http://goo.gl/t6rE31