In this paper we discuss the use of crowd
simulation in video-games to augment their realism. Using
previous works on emotion modelling and virtual crowds we
define a game world in an urban context. To achieve that, we
explore a biologically inspired human emotion model,
investigate the formation of groups in crowds, and examine
the use of physics middleware for crowds. Furthermore, we
assess the realism and computational performance of the
proposed approach. Our system runs at interactive frame-rate
and can generate large crowds which demonstrate complex
behaviour