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Random
, but after watching a few Game Developer Conference talks on using "random" functions vs using a seed and hashing, I convinced my co-developers that we should use hashing to create noise, instead of random number generators, to determine our "random" generation. This way, every dungeon generated from the same seed will have the same layout, monster placement, and so on. This will allow different players to start in the same world if they choose, and also increase the reproducibility of behavior for testing and bug hunting.SpriteLibraryAsset
s and animations, and trying to get a better handle on how the different parts of Unity work together and interact in general.