Abstract
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a ?clone spotting? activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds.
Original language | English |
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Title of host publication | Springer Lecture Notes in Computer Science |
Publisher | Springer |
Pages | 356-367 |
Number of pages | 12 |
Volume | 8253 |
Publication status | Published - 1 Nov 2013 |
Bibliographical note
Advances in Computer Entertainment: Lecture Notes in Computer Science Volume 8253, 201 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. ProceedingsKeywords
- ARRAY(0x7f06618ec110)