Search found 3 matches
- Fri Jan 10, 2014 1:35 am
- Forum: Support and Development
- Topic: Getting a RNG state
- Replies: 8
- Views: 3044
Re: Getting a RNG state
It shouldn't, as generateLevel relies upon the rngHistory[levelTable.level] for its use and would regen the same RNG from the same calls.
- Mon Jan 06, 2014 4:34 am
- Forum: Support and Development
- Topic: Getting a RNG state
- Replies: 8
- Views: 3044
Re: Getting a RNG state
Sorry; I was away for a while for family stuff. I'm using this for a game where the levels are randomly generated. I want to be able to reverse the state throughout levels. I was able to hack this together, and it avoids generating tons of random numbers between state changes (unrelevant code cut ou...
- Tue Dec 31, 2013 3:23 am
- Forum: Support and Development
- Topic: Getting a RNG state
- Replies: 8
- Views: 3044
Getting a RNG state
I want to be able to store the state of a RNG so I can go set forwards and backwards through a list of seeds. I thought I could just pull the seed from a generator, like this (which runs if you just stick it in a directory as main.lua and type "love ." from a prompt): function love.load() ...