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I recently created a new project with an updated version of recast-navigation, and noticed the deterministic nature of NavMeshQuery.findRandomSeed, which is amazing.
Even though the implementation makes perfect sense, I was still a bit surprised to see that I got the same series of reproducable randomness as I ran my project over and over, so I was wondering
is this how it used to be before, but implicit, or is this a breaking change from before you introduced setRandomSeed?
does the documentation mention this anywhere?
For the second question, I could not find any documentation on it, and wanted to add it to the README, but could not find a good place to put it. I think it would make sense to mention this functionality, the default seed of 1337, and the expected behavior.
The text was updated successfully, but these errors were encountered:
Thanks for creating the issue. There isn't any documentation for this outside of the auto generated docs yet. I'll add some documentation for randomness & setting the random seed shortly and share it here to get your thoughts.
This isn't a breaking change - previously the same seeded random number generator was already being used, but now the seed can be set.
I recently created a new project with an updated version of recast-navigation, and noticed the deterministic nature of
NavMeshQuery.findRandomSeed
, which is amazing.Even though the implementation makes perfect sense, I was still a bit surprised to see that I got the same series of reproducable randomness as I ran my project over and over, so I was wondering
setRandomSeed
?For the second question, I could not find any documentation on it, and wanted to add it to the README, but could not find a good place to put it. I think it would make sense to mention this functionality, the default seed of
1337
, and the expected behavior.The text was updated successfully, but these errors were encountered: