• Welcome to 

    uCrowds

    We offer a software solution for simulating crowds in big infrastructures, events or computer games.

    Read More
  • Welcome to 

    uCrowds

    We offer a software solution for simulating crowds in big infrastructures, events or computer games.

    Read More
  • Welcome to 

    uCrowds

    We offer a software solution for simulating crowds in big infrastructures, events or computer games.

    Read More

Vision of uCrowds

Projects we have carried out

We have carried out several projects, including crowd-flow optimizations, evacuation studies, and AR studies. Click on the images below for more information.

The projects were carried out for the following clients.

logo city of Utrecht
logo city of Amsterdam
logo Movares
logo Apenheul
logo Schiphol
logo Utrecht University
logo city of Rotterdam

Our team

uCrowds is founded by Eric de Wilde (CEO) and Roland Geraerts (CTO). Our team is supplemented by Yiran Zhao (software developer), Ricky van den Waardenburg (software developer), Casper Garrels (Event producer), an advisor, and many students from Utrecht University.

Features of the software

We made a high-quality product and our code is very clean, tested, and well documented.

We love transparency: all components of our engine have been described in (our) internationally published scientific papers.

Complex environments

The crowd simulation software supports 2D environments as well as large 3D multi-layered environments, such as train stations or complex buildings.

Our software is unique because it represents the exact walkable spaces.

Efficient simulation

The software facilitates real-time simulation of 50.000 individually controlled agents (on a fast PC). Moreover, it supports more than 1 million agents on one PC (not in real-time).

This allows quick development cycles, fast simulations, and shorter project times.

Interactive environments

The software supports interactive changes in the environment and simulation scenario.

Hence, modelling time is reduced. In addition, obstacles can be added, deleted, or moved, and the simulation is updated accordingly in real-time.

Advanced behaviours

The software supports advanced behaviors, including social groups, realistic collision avoidance, flowing behaviours and route changes when it is getting crowded.

Moreover, each individual agents can be controlled and own behaviours can be added.

Continuous developments

The software is supported by Utrecht University by many staff members and students. Output from new research is continuously added to the software.

With this, we offer a healthy foundation of applications that facilitate high-quality, real-time crowds.



Software we build

Our core crowd simulation engine is a software library made in C++, with an API written in C. We have created C++ and C# wrappers for this API, to show that it can be integrated into many types of software. Both the internal code as well as the API interface have been extensively documented. Our engine provides the basic functionalities required for simulating a crowd. It embodies two main functionalities: computing a representation of the walkable areas in an environment, and performing the actual simulation in this environment representation.

Using the core engine and its API, we have created a Unity3D plug-in for the popular Unity3D game engine that allows other developers to create serious or entertainment games/simulations involving crowds in the language C#. Many application areas benefit from the game technology that we provide: examples are interactivity, 3D virtual worlds, AR/VR, and high-quality graphics.

The above projects have been carried out with this plug-in. See the documentation for its technical details.