Physics (clothes, armor, hair)

Does anyone know if there will be clothes, armor and hair physics simulation? I think it’s pretty much a standard in modern games.
And i don’t like bending armor:

I just want to remind something Dan Vávra has written in article about skyrim:

A 2011 game where half the characters wears different coats and flowing clothes, and it does not attempt to simulate the physics of clothes is a bad game.

I it is 2015 now and will be 2016 when it comes out. I hope Kingdom Come wouldn’t be a bad game according to Vávra.

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We shall have to wait and see what the final product will bring.

We know there’s been a lot of talk about the physics based system. Trying to fix the clipping and a bunch of other technical difficulties.

Proof will be in the pudding as they say :smile:

I would much prefer they put the effort into gameplay rather then tiny details like that, that are not improving the gameplay, but only the immersion.

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The are putting a lot of effort into graphics and i think that physics is quite important part of it, it would make npcs look more “alive”.

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They are pretty life like already. I too would like to see more clothing physics though, My curiosity is how much more load that would put on the CPU with there being reduced cells (no loading into buildings).

More physics is always enjoyable.

I’m also interesting to see how this would conflict with the physics of the combat system. I’m imagining a pain in the ass struggle to deal with clipping (already a struggle).

Well, I doubt Dan Vávra wants people to be able to show him that he called his own game badXD

I feel putting effort into this would be worth it.

Has no one ever figured out how to make physics objects interact with each other?

of course these methods are somewhat known… problem is usually their implementation into your systems, and their optimizations, as collision detections are usually very demanding on processing power - and it gets worse with complexity of objects and number of objects, which is case of multiple layers of clothing on top of each other, aswell as clothing colliding to something else.

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There isn’t any reason it couldn’t be an optional setting, even if they manage to get it working well.

I imagine that optimization can be quite a problem.
Implementation with clothing system can be difficult too, but every layer of clothing don’t need physics fo example shirt and two layers of skirt like clothing can share same collision data.

I wouldn’t mind it of course, but with the limited budget I think they should spend the money on more important parts of the game. With such an extensive clothing system that KCD has (will have) it sounds tricky to make it work without clipping (I can’t stand clipping for some reason). Also sounds CPU expensive when there are many NPCs on screen. And doing it just on the player character like some games do doesn’t make much sense since the game is primarily first person…

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Again though, Dan himself says a game without it in this “era” is a bad game. It shouldn’t be a main focus point, but neither should a lot of little details they’re adding anyway.