Improving crowd behaviour for games and virtual worlds

  • Authors:
  • Saskia Groenewegen

  • Affiliations:
  • Universiteit Utrecht, Utrecht, The Netherlands

  • Venue:
  • Proceedings of the Fifth International Conference on the Foundations of Digital Games
  • Year:
  • 2010

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Abstract

Interactive crowds are gaining importance in games and virtual worlds, but simulating realistic crowds is a complex task. This paper discusses how to improve the believability of real-time crowd behaviour by enhancing path-planning methods and introducing more behavioural diversity.