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I implemented the mersenne twister to generate 2d planets in a galaxy of a game I am working on a while ago.. I didn't know about this pcg and it's an interesting read!

I had been limited in selection on the random number generator reproducibility (so that each planet is only stored as the seed for the generator)

I'll have a try later on, it'd be interesting how a sampling of planets turn out from both rngs, if they are visually different - the rng is used both for features and for the perlin noise that generates cloud&land textures, so any artifact should come up easy in the textures



Give it a try - I just used the minimum C code function and implemented my own seeding function.




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