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Posted

I don't see a seeding function in Math. How can I seed the random generator? Normally I would use:

 

math.randomseed(os.time)

 

but in sandbox mode you can't use 'os' object. Passing Time:GetCurrent() really doesn't help since it's the running time of the app. I'm stuck with the same numbers each run atm.

Posted

You can use this unless you're doing randoms before rendering starts. There will be tiny variations in rendering speed.

first 5 will always be the same since GetSpeed is then 0 after first frame you will have randoms.

 

function Script:UpdateWorld()
   math.randomseed(Time:GetSpeed()*43758.5453)
   for x=0,4,1
   do
       System:Print(math.random())
   end
   System:Print(" ---- ")
end

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

Posted

I was doing this in Script:Start(). I could use this and hack around it, but LE really needs to expose some way to do a real seeding of it's random numbers. Thanks for the idea shadmar.

  • Upvote 1
Posted

Interesting when I do it as the first line in Main.lua I don't get random numbers. Actually even in Start() I'm not getting random numbers.

 

function Script:Start()
math.randomseed(Time:Millisecs())

-- get random numbers and set the materials for our children
self.combo = {}
self.combo[1] = Math:Round(Math:Random(0, 9))
self.combo[2] = Math:Round(Math:Random(0, 9))
self.combo[3] = Math:Round(Math:Random(0, 9))
self.combo[4] = Math:Round(Math:Random(0, 9))
end

 

 

Looks like I'll have to use Lua's math.random() with this as LE's must use something different where doing Lua's seeding doesn't work. I figured LE's Math:Random() was just using Lua's math.random() but I guess not :)

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