README: Fixed typos
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@ -26,10 +26,10 @@ There exist two ways to implement new envs:
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##### Some caveats / infos
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##### Some caveats / infos
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- If you want to render to a window (pygame-gui) call render with mode='human'
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- If you want to render to a window (pygame-gui) call render with mode='human'
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- If you want visualize the covariance you have supply the cholesky-decomp of the cov-matrix to render
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- If you want visualize the covariance you have to supply the cholesky-decomp of the cov-matrix to render
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- 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/...
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- 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/...
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- 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)
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- 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)
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- 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.
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- 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.
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### entities.py
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### entities.py
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