Move from JKISS PRNG to Xorshift128+#17
Conversation
After a few months of playing we found that some things are not so random as we wanted..
And I found the curlpit.. poor seed initialisation for seeded version.
For example `random(8, {alopst_any_seed});` would return `0`
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I'm curious, were you experiencing issues with the previous implementation? In the last switch there were some issues with code which expected a certain seed to always return the same random values. |
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I'm fairly sure that Kingdoms still have scenarios where this is the case (i.e. code expects a certain seed to always produce the same random value). I do not oppose this change, but I am curious why this change is required? As for compatibility, I would have to dig in to see what consequences it has (or, rather likely, upgrade and see what breaks) in our Mud. |
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Its hard to tell exactly, but we had few parts of the mud that seemed less random (there was a cases when random was going into some direction and stayed there for a while). And yes, I just found and fixed the issues with same values when using the seed. |
Should make things faster and more "random".