Kingdom Come: Deliverance Interview

An interview with the Warhorse development team surfaced over at PC Games Hardware this past weekend, and as you might have expected, it focuses on their forthcoming medieval RPG Kingdom Come: Deliverance as well as the tech that will be powering it.  A couple of questions and their answers to start you off: 

PC Games Hardware: There's probably no other game out there that offers more variety and possibilities with clothing and attire for in-game characters. How are you able to realize so many different layers, styles and armor-pieces without running into problems with clipping and such?

Tomáš Blaho: The clipping is still our worst enemy, but we can fight it using two options. Every cloth item specifies zones on a character that going to be partially or fully covered. We have several zones for chest, back, arm etc. For fully covered zones, we are able to preprocess underlying cloth items and remove triangles that shouldn't be visible. Partially covered zones force underlying cloth items to use different morph targets, so it simulates real cloth deformation and prevents fighting.

PC Games Hardware: Horses will be very important in your game. How do you plan to make them as realistically as all the other parts in your game?

Dan Vávra: The biggest issue we now have is how to make it look good from first person. The horses head looks kinda funny during galloping. :) But the devil lies in the details. Our horse moves more naturally on sloppy terrain, not like a car with legs and most importantly, the horse has its own AI, so he will not jump to the wall, follow the road or avoid obstacles.