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# Random number generation

6 replies to this topic

### #1ill  Members

Posted 23 March 2013 - 03:48 PM

//why not use random integer code instead of using the random float code to generate a random integer?!?!
int roll = (int) floor(glm::linearRand(1.0f, 7.0f) + 0.5f);

//why not say someValue = roll - 1
if (roll == 1)
someValue = 0;
else if (roll == 2)
someValue = 1;
else if (roll == 3)
someValue = 2;
else if (roll == 4)
someValue = 3;
else if (roll == 5)
someValue = 4;
else if(roll == 6)
someValue = 5;
else if(roll == 7)
someValue = 6;
else
someValue = 0;


The things I have to deal with sometimes...

Edited by ill, 23 March 2013 - 03:49 PM.

Posted 23 March 2013 - 04:02 PM

//why not use random integer code instead of using the random float code to generate a random integer?!?!
int roll = (int) floor(glm::linearRand(1.0f, 7.0f) + 0.5f);

//why not say someValue = roll - 1
if (roll == 1)
someValue = 0;
else if (roll == 2)
someValue = 1;
else if (roll == 3)
someValue = 2;
else if (roll == 4)
someValue = 3;
else if (roll == 5)
someValue = 4;
else if(roll == 6)
someValue = 5;
else if(roll == 7)
someValue = 6;
else;
someValue = 0;


The things I have to deal with sometimes...

I made a small change which will keep people scratching their heads for a while.

"Most people think, great God will come from the sky, take away everything, and make everybody feel high" - Bob Marley

### #3Dragonsoulj  Members

Posted 23 March 2013 - 04:21 PM

I made a small change which will keep people scratching their heads for a while.

That's just wrong...

### #4Postie  Members

Posted 23 March 2013 - 05:02 PM

I made a small change which will keep people scratching their heads for a while.

Subtle. I like it.

Currently working on an open world survival RPG - For info check out my Development blog:

### #5Cornstalks  Members

Posted 23 March 2013 - 05:19 PM

POPULAR

They overcomplicated things. Should've done something simpler:

[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]

### #6Cornstalks  Members

Posted 24 March 2013 - 08:49 AM

I just realized this: The distribution in the original code is messed up too (of course, all code is messed up to begin with). Numbers are distributed as:

[1.0f, 2.0f) -> [1.5f, 2.5f) -> 50% 1, 50% 2 // Crap, now 1 occurs only half as much as 2, 3, 4, 5 and 6!
[2.0f, 3.0f) -> [2.5f, 3.5f) -> 50% 2, 50% 3 // Good!
[3.0f, 4.0f) -> [3.5f, 4.5f) -> 50% 3, 50% 4 // Good!
[4.0f, 5.0f) -> [4.5f, 5.5f) -> 50% 4, 50% 5 // Good!
[5.0f, 6.0f) -> [5.5f, 6.5f) -> 50% 5, 50% 6 // Good!
[6.0f, 7.0f) -> [6.5f, 7.5f) -> 50% 6, 50% 7 // Crap, now 7 occurs only half as much as 2, 3, 4, 5 and 6!
[7.0f, 7.0f) -> [7.5f, 7.5f) -> ~0.000001% 7 // Pffft. Lame.


Of course, it's possible this code was specially written for this distribution exactly, and you "fixing" it will rip a whole in the fabric of the universe...

[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]

### #7Khatharr  Members

Posted 24 March 2013 - 09:32 PM

Of course, it's possible this code was specially written for this distribution exactly, and you "fixing" it will rip a whole in the fabric of the universe...

Somehow tricking the CPU into dividing by zero without throwing... Who needs the LHC? We've got doomsday on tap, baby.

Edited by Khatharr, 24 March 2013 - 09:33 PM.

void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.