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Steering behavior is behaviors allowed individual elements to navigate their digital environments in a “life-like” manner with strategies for seeking, fleeing, wandering, arriving, pursuing, evading, path following, obstacle avoiding, etc. This technique is widely used in various fields including the field of robotics, artificial intelligence and artificial life, games and animation. In this research technique of steering behavior used to develop macroscopic simulation crowd of tawaf ritual. Some works are done to create crowded simulation more real by modeling, designing, and implementation analysis and test. This was done in order to simulate more realistic crowd tawaf ritual, steering technique to be applied are flocking, following the path, and path-flocking. Implementation is done by performing coding using C ++ programming language, library Opensteer, and the OpenGL. The steering techniques are next evaluated on several pilgrims' general behaviors, i.e. walking to certain direction, collision avoidance, and obstacle avoidance behavior. In the evaluation, the occurrences of unusual behavior in three steering behavior techniques are recorded and then compared. An evaluation involving user has also been done to get a quick feedback. Based on the evaluation results, it can be concluded that steering behavior of the path flocking is a better model for tawaf crowd simulation than the path following or flocking method alone. That simulation implemented on Augmented Reality for Manasik (ARM).