Crowd simulations usually consist of a particle system with instanced geometry (such as people or animals). A POP Network is set up to control the way the instanced geometry moves and interacts with each other in the scene.
Apply a directional force to the particles.
Instance geometry onto the points.
Control the behavior of particles when they collide with geometry using a Collision node.
Add an Interact node to make the particles attract or repel each other.
Set the velocity of the particles with a Velocity particle node.
Insert a Speed Limit particle node to set a minimum and maximum velocity for the particles.
Apply some drag to the velocity of the particles by using the Drag tool.
This example shows a particle simulation with toy mice instanced onto the points.