Re:PCG, A Family of Better Random Number Generators
by danieltillett on Wednesday July 15, 2015 @04:07AM
(#9890243)
Wow talk about a coincidence - I just implemented this algorithm today as the RNG for some bootstrapped statistic code. One thing I can say is it very fast, but the code for seeding is not great on any platform without /dev/random.
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Re:PCG, A Family of Better Random Number Generators
by LoSboccacc on Wednesday July 15, 2015 @05:26AM
(#9890426)
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
Re:PCG, A Family of Better Random Number Generators
by danieltillett on Wednesday July 15, 2015 @05:40AM
(#9890468)
Give it a try - I just used the minimum C code function and implemented my own seeding function.