When sufficient computing power is available, dynamic simulation can be used as a source of motion for real-time, interactive virtual environments. In this paper, we explore techniques for reducing the computational cost of simulating groups of creatures by using less accurate simulations for individuals that are currently less important to the viewer or to the action in the virtual world. The less accurate, or lower level of detail, simulations can be dynamic with fewer degrees of freedom, hybrid kinematic/dynamic, or fully kinematic. We implemented a game that uses a dynamic simulation of a one-legged robot as the test creature. Because the creatures switch smoothly among different levels of detail for the underlying simulation, we can ac...