Editing Talk:Pseudorandom number generator

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This article is interesting, although the example isn't clear enough for me to understand. Would a pitched sound being played at different frequencies for two different observers desync the game? Why? I don't think the reason for two tables is clear enough. It is mentioned they are identical; are the tables identical too?
 
This article is interesting, although the example isn't clear enough for me to understand. Would a pitched sound being played at different frequencies for two different observers desync the game? Why? I don't think the reason for two tables is clear enough. It is mentioned they are identical; are the tables identical too?
:If Player1 hears 2 sounds, and Player2 hears 1, then on the next tic, they will have different random indexes, and could, for example, calculate different damage (so an imp could die on one persons computer, but the others) So only game-state stuff is handled in one, and other random stuff is handled in the other.
 
  
 
The first revision mentioned the ClearSomething-or-other function for resetting the index into the table, rationale: demo playback at level start etc. This has been excised and should be worked back in. -- [[User:JDowland]]
 
The first revision mentioned the ClearSomething-or-other function for resetting the index into the table, rationale: demo playback at level start etc. This has been excised and should be worked back in. -- [[User:JDowland]]

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