Summary
This episode explores techniques for creating stably random content in games, inspired by classics like Elite that used procedural generation to create vast game worlds. Jason implements a C++ version of the xoroshiro128+ pseudo-random number generator and demonstrates how to create deterministic but seemingly random game content. He introduces a 'forking' approach to maintain stability in generated content while allowing extensibility, which ensures that adding new attributes or objects doesn't disrupt previously generated content.
Related C++ Standard Sections
This episode covers topics found in these sections of the C++ standard:
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