For a given version of Godot, you can deterministically generate OpenSimplexNoise
using seed
(documentation).
However, in the documentation for RandomNumberGenerator
there is the following:
Note: The underlying algorithm is an implementation detail. As a result, it should not be depended upon for reproducible random streams across Godot versions.
Some workarounds for the above issue are described here, the short answer is to write a custom portable RNG.
Is there any way to insert a custom RNG for OpenSimplexNoise
to manage determinism? Is there another solution?
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