[quote]As far as I remember, WETA has creating similar system for visualisation of LotR battles (called MASSIVE). Output is a model ready for visualization, but concept behind is a large number of independent agents, given some common goal, but with small variations in characteristics and possibly quite large in environment at given moment. From what I have read, every orc was calculating situation around it independent - some of them where more brave and thus run faster, some would start to retreat a second before the others, smaller ones would make a path for bigger one, etc.
Goals in MASSIVE where rather short-term (lay a siege, kill as many people as possible, stay alive for next few hours) and focus was mainly on animation part of output, but I think that this is a good prototype for system you are talking about. They have developed it for 5 years in large team… Even given the CG aspect which does not have to apply for game with such quality, it is a major undertaking - by major, I mean something probably not possible on current game budgets.
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Sounds like simple flocking (c.f. Craig Reynolds work on “Boids” since 1986).
Let me just point out that “making lots of people run convincingly as individuals” is about 10,000 times simpler than “making lots of NPCs behave even slightly interestingly”.
Using CR’s work, you could easily do the core logic behind LoTR’s crowd scenes as an individual in fairly short time. It’s really really easy to make this convincing (in fact, we’re using exactly the same technique in our 50-100hr game survivor we’ve been doing for the Sun competition - it’s that easy :)). I would imagine they had to spend 99% of their time creating all the animations (making even just one person run convincingly is hard
).
Anyway, I was unimpressed by much of WETA’s CG - other people have done much more interesting stuff in much less time with far fewer people IMHO. For instance, take a look at the Creative Assembly’s Total War games. These have had massive battles running in real time on home computers for 5 years where every individual - in fact, even down to each and every ARROW (pause the game, and you can move the camera round and inspect each arrow in flight) - on the battlefield is modelled separately (and typically you have thousands of combatants, even 5 years ago!).
So, they’re doing the same stuff, only it’s in real time on home computers and there’s actually game-logic and rules and hitpoints etc behind it all. And they’re “only” using it for games. The only thing WETA did that was impressive was to add extremely good animations and lots of very high detail rendering. Shrug. I think they get a lot more credit than they earned just because their stuff looks so pretty :P.