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.
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