Random Number Generation Part Two

In the last part, we discussed the reasons you might want to create your own pseudo-random number generator.  In this part, I’m going to discuss my implementation and how it relates to some of the other well-known RNG algorithms.  In part three (yeah I decided to split it into even more parts!) I’ll discuss the uses of “filtered random number generation” in games to help make some of your generation appear more random to your users.  That’s one of my favorite topics in this subject, so it should be pretty fun.

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Random Number Generation Part One

With all of this focus on procedural generation, I completely forgot to do a post on one of the most important building blocks for procedural generation.

Random number generation.  

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