From 29f96b1e8c7f5dad5378d6ccb2924849c2d62b54 Mon Sep 17 00:00:00 2001 From: Dominik Roth Date: Fri, 23 Sep 2022 19:02:38 +0200 Subject: [PATCH] README: Fixed typos --- README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index f2d704f..c1acb38 100644 --- a/README.md +++ b/README.md @@ -26,10 +26,10 @@ There exist two ways to implement new envs: ##### Some caveats / infos - If you want to render to a window (pygame-gui) call render with mode='human' -- If you want visualize the covariance you have supply the cholesky-decomp of the cov-matrix to render +- If you want visualize the covariance you have to supply the cholesky-decomp of the cov-matrix to render - If you want to render into a mp4, you have to call render with a mode!='human' and assemble/encode the returned frames yourself into a mp4/webm/... - Even while the agent plays, some keyboard-inputs are possible (to test the agents reaction to situations he would never enter by itself. Look at \_handle_user_input in env.py for avaible keys) -- The sampling-rate of the physics engine is bound to the frame-rate of the rendering engine (1:1). This means too low fps / to fast agents / to thin barriers will lead to the agent tunneling through barriers. You can fix this by setting a higher agent-drag (which decreases the maximum speed) or making barriers thicker. A feature allowing the physics engine to sample multiple smaler steps within a single rendering step could be added in the future. +- The sampling-rate of the physics engine is bound to the frame-rate of the rendering engine (1:1). This means too low fps / too fast agents / too thin barriers will lead to the agent tunneling through barriers. You can fix this by setting a higher agent-drag (which decreases the maximum speed) or making barriers thicker. A feature allowing the physics engine to sample multiple smaller steps within a single rendering step could be added in the future. ### entities.py