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.
Original language | English |
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Title of host publication | Proceedings of the Fifth International Conference on the Foundations of Digital Games |
Place of Publication | New York, NY, USA |
Publisher | Association for Computing Machinery |
Pages | 256-258 |
Number of pages | 3 |
Publication status | Published - 2010 |