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I assumed game developers did this for pretty much everything that requires randomness if for no other reason than ease of debugging. I've written similar non-
by avar 13y ago
I assumed game developers did this for pretty much everything that requires randomness if for no other reason than ease of debugging.
I've written similar non-game code where you generate a random seed and every other random value is derived from that. Makes it much easier to reproduce "random" issues because you just need the build + the seed, not luck.