On Fri, Sep 11, 2015 at 8:26 PM, Nathaniel Smith wrote:
A better strategy is, keep one global RNG for the level, but then when
each new enemy is spawned, assign it its own RNG that will be used to
determine its actions, and seed this RNG using a value sampled from
the global RNG (!). Now the overall pattern of the game will be just
as random, still be deterministic, and -- crucially -- it no longer
matters what order we iterate over the enemies in.

As long as the order you seed their RNGs is deterministic. And if you
can do that, can't you iterate over them in a deterministic order too?


Search Discussions

Discussion Posts


Follow ups

Related Discussions



site design / logo © 2018 Grokbase