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. © 2010 ACM.
Author supplied keywords
Cite
CITATION STYLE
APA
Groenewegen, S. (2010). Improving crowd behaviour for games and virtual worlds. In FDG 2010 - Proceedings of the 5th International Conference on the Foundations of Digital Games (pp. 256–258). https://doi.org/10.1145/1822348.1822385
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.
Already have an account? Sign in
Sign up for free