Improving crowd behaviour for games and virtual worlds

S.A. Groenewegen

    Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

    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 languageEnglish
    Title of host publicationProceedings of the Fifth International Conference on the Foundations of Digital Games
    Place of PublicationNew York, NY, USA
    PublisherAssociation for Computing Machinery
    Pages256-258
    Number of pages3
    Publication statusPublished - 2010

    Bibliographical note

    Foundations of Digital Games 2010

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