Monday, 3 March 2014

Crowd Spawning & Navigation

After some more research into other crowd simulation, i found that there are a few approaches to choosing where the crowd can spawn.


  1. Texture Map - A gray scale map controlling areas a crowd can spawn
  2. Geometry - Extra geometry placed around the scene performing the same task as the texture maps


These same 2 methods can also be use for controlling where an agent can travel and is often used in games, but are reffered to as "NavMeshes".  This is probably the best approach to take as its already in common use with various techniques available for research.


This examples if from the "Fallout" series and the different color meshes indicated where NPC's are are to travel, as well as a preferred path to manoeuvre around the terrain.  This may seem limiting, but i think when combined with the forces, some interesting effect could be seen.

No comments:

Post a Comment

Note: only a member of this blog may post a comment.