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
PublisherACM
Pages256-258
Number of pages3
Publication statusPublished - 2010

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