excav_demo-light / index.html
cm107's picture
Changed the size of the game window.
d8734b7
raw
history blame
4.79 kB
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<title>excav_simul_3d</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<link rel="stylesheet" href="main.css">
</head>
<body class="dark">
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas"></canvas>
</div>
<div id="loading-cover" style="display:none;">
<div id="unity-loading-bar">
<div id="unity-logo"><img src="logo.png"></div>
<div id="unity-progress-bar-empty" style="display: none;">
<div id="unity-progress-bar-full"></div>
</div>
<div class="spinner"></div>
</div>
</div>
<div id="unity-fullscreen-button" style="display: none;"></div>
<script type="text/javascript" src="gameLoad.js"></script>
<div id="infoBox">
<h1>Controls</h1>
<div id="controls">
<table>
<th>Binding</th>
<th>Description</th>
<tr>
<td>Right Mouse Click (Drag)</td>
<td>
Rotates the camera in the direction of the mouse drag.
</td>
</tr>
<tr>
<td>Left Mouse Click</td>
<td>
Sets the goal point to the location on the terrain where you clicked.
</td>
</tr>
<tr>
<td>W</td>
<td>
Move forward.
</td>
</tr>
<tr>
<td>S</td>
<td>
Move backward.
</td>
</tr>
<tr>
<td>A</td>
<td>
Move left.
</td>
</tr>
<tr>
<td>D</td>
<td>
Move right.
</td>
</tr>
<tr>
<td>E</td>
<td>Move up.</td>
</tr>
<tr>
<td>Q</td>
<td>Move down.</td>
</tr>
<tr>
<td>R</td>
<td>
Restart the episode.
Note that the terrain does not change even if you are in random mode.
Deformations to the terrain are preserved as well.
</td>
</tr>
<tr>
<td>1</td>
<td>
<div class="cellHeader">Terrain Mode: RANDOM</div>
Restart with a random terrain shape (no perlin noise).
</td>
</tr>
<tr>
<td>2</td>
<td>
<div class="cellHeader">Terrain Mode: RANDOM_NOISE</div>
Restart with a random terrain shape (with perlin noise).
</td>
</tr>
<tr>
<td>3</td>
<td>
<div class="cellHeader">Terrain Mode: GAUSSIAN_SLOPE</div>
Restart with a gaussian slope shaped terrain.
</td>
</tr>
<tr>
<td>4</td>
<td>
<div class="cellHeader">Terrain Mode: POINTY_GAUSSIAN_SLOPE</div>
Restart with a <i>pointy</i> gaussian slope shaped terrain.
</td>
</tr>
<tr>
<td>5</td>
<td>
<div class="cellHeader">Terrain Mode: TRAPEZOIDAL_HILL</div>
Restart with a trapezoidal hill shaped terrain.
</td>
</tr>
</table>
</div>
<h1>Disclaimer</h1>
<div id="disclaimerBody">
<p>
<a target=”_blank” href="https://docs.unity3d.com/Packages/com.unity.ml-agents@2.2/manual/index.html#inference">
Unfortunately, MLAgents doesn't support GPU inference for WebGL builds.
</a><br>
The excavator model was originally trained with a larger neural network and yielded good results, but the model
was too large to run smoothly on the CPU.
The current model was trained with a smaller model. Although it can run more smoothly on the CPU, the
performance isn't as good as that of the larger model.
</p>
<p>
If you would like to try out the larger model as well, refer to <a
href="https://huggingface.co/spaces/cm107/excav_demo">excav_demo</a>.
When using the larger model, it is recommended that you download the build corresponding to your specific target
platform.
</p>
<p>
For more information about WebGL performance considerations, refer to
<a target=”_blank” href="https://docs.unity3d.com/Manual/webgl-performance.html">
the unity documentation
</a>.
</p>
</div>
</div>
</body>
</html>