On Tuesday, 21 January 2014 at 19:00:32 UTC, Jeroen Bollen wrote:
On Tuesday, 21 January 2014 at 17:51:44 UTC, monarch_dodra
Is that your actual code? "MersenneTwisterEngine(seed)" is not
valid code, you have to provide the template arguments.
I meant to answer to this by the way, sorry. (in
n
On Tuesday, 21 January 2014 at 17:51:44 UTC, monarch_dodra
Is that your actual code? "MersenneTwisterEngine(seed)" is not
valid code, you have to provide the template arguments.
I meant to answer to this by the way, sorry. (in
need of edit feature :P )
On Tuesday, 21 January 2014 at 17:51:44 UTC, monarch_dodra wrote:
On Tuesday, 21 January 2014 at 17:13:39 UTC, Jeroen Bollen
wrote:
On Friday, 17 January 2014 at 19:00:29 UTC, Jeroen Bollen
wrote:
On Wednesday, 15 January 2014 at 21:00:57 UTC, Jeroen Bollen
wrote:
How do you correctly create a
On Tuesday, 21 January 2014 at 17:13:39 UTC, Jeroen Bollen wrote:
On Friday, 17 January 2014 at 19:00:29 UTC, Jeroen Bollen wrote:
On Wednesday, 15 January 2014 at 21:00:57 UTC, Jeroen Bollen
wrote:
How do you correctly create a MersenneTwisterEngine with a
ulong as seed?
This question still
On Friday, 17 January 2014 at 19:00:29 UTC, Jeroen Bollen wrote:
On Wednesday, 15 January 2014 at 21:00:57 UTC, Jeroen Bollen
wrote:
How do you correctly create a MersenneTwisterEngine with a
ulong as seed?
This question still isn't answered by the way.
Come on, surely someone knows how to.
On Wednesday, 15 January 2014 at 21:00:57 UTC, Jeroen Bollen
wrote:
How do you correctly create a MersenneTwisterEngine with a
ulong as seed?
This question still isn't answered by the way.
On Wednesday, 15 January 2014 at 21:23:03 UTC, Frustrated wrote:
Anyways, now that you have your RND2D you don't ever have to
pre-generate your noise. Obviously it is more computationally
expensive though.
Thing is, the image is finite so I figured it'd be best to
pre-generate a set of seeds,
On Friday, 3 January 2014 at 13:39:41 UTC, Andrea Fontana wrote:
On Friday, 3 January 2014 at 01:01:21 UTC, Frustrated wrote:
On Thursday, 2 January 2014 at 20:38:10 UTC, Jeroen Bollen
wrote:
[...]
e.g.,
seed(k);
for(i = 1..10)
print(rnd(i));
and
for(i = 1..10)
{
seed(time);
print(rnd(i));
}
On Wednesday, 15 January 2014 at 21:00:57 UTC, Jeroen Bollen
wrote:
How do you correctly create a MersenneTwisterEngine with a
ulong as seed?
If you are trying to create a very large 2D noise generator, this
is how you do it, and you can any degree of smoothness you want:
Create a 2D RNG.
e
How do you correctly create a MersenneTwisterEngine with a ulong
as seed?
On Thursday, 2 January 2014 at 20:38:10 UTC, Jeroen Bollen wrote:
Is it good to re-seed a generator for every coordinate, will
this be performance intensive? Is there maybe way to easily
implement Generator.at(uint x) in D?
http://www.valion-game.com/337/noise-functions-to-generate-landscape
On Saturday, 4 January 2014 at 21:48:02 UTC, bearophile wrote:
Jeroen Bollen:
Divisions for every result would be expensive, and shifting
the output wouldn't return a uniform distribution.
If the ulong is uniform, then every of its ubytes is uniform.
So "& ubyte.max" could suffice. If that's
Jeroen Bollen:
Divisions for every result would be expensive, and shifting
the output wouldn't return a uniform distribution.
If the ulong is uniform, then every of its ubytes is uniform. So
"& ubyte.max" could suffice. If that's not good enough for you,
then you can xor together the eight u
On Saturday, 4 January 2014 at 20:16:31 UTC, Jeroen Bollen wrote:
Also where is UIntType defined?
Alright, turns out it was just a template.
One more question though, I have my Engine set to have 'ulong' as
a seed through the template, which means that it'll also return
'ulong' as a result.
Also where is UIntType defined?
On Friday, 3 January 2014 at 18:23:23 UTC, monarch_dodra wrote:
On Friday, 3 January 2014 at 17:41:48 UTC, Jeroen Bollen wrote:
On Friday, 3 January 2014 at 13:42:19 UTC, monarch_dodra wrote:
On Friday, 3 January 2014 at 13:30:09 UTC, Jeroen Bollen
wrote:
I already considered this, but the prob
On Friday, 3 January 2014 at 17:41:48 UTC, Jeroen Bollen wrote:
On Friday, 3 January 2014 at 13:42:19 UTC, monarch_dodra wrote:
On Friday, 3 January 2014 at 13:30:09 UTC, Jeroen Bollen wrote:
I already considered this, but the problem is, I need to
smoothen the noise, and to do that I need all
On Friday, 3 January 2014 at 13:42:19 UTC, monarch_dodra wrote:
On Friday, 3 January 2014 at 13:30:09 UTC, Jeroen Bollen wrote:
I already considered this, but the problem is, I need to
smoothen the noise, and to do that I need all surrounding
'checkpoints' too. This means that it'll have to loa
On Friday, 3 January 2014 at 13:30:09 UTC, Jeroen Bollen wrote:
I already considered this, but the problem is, I need to
smoothen the noise, and to do that I need all surrounding
'checkpoints' too. This means that it'll have to load in 5 at a
time.
I don't see that as a problem. Just because
On Friday, 3 January 2014 at 01:01:21 UTC, Frustrated wrote:
On Thursday, 2 January 2014 at 20:38:10 UTC, Jeroen Bollen
wrote:
[...]
e.g.,
seed(k);
for(i = 1..10)
print(rnd(i));
and
for(i = 1..10)
{
seed(time);
print(rnd(i));
}
will both produce random sequences of numbers(and random
sequen
On Friday, 3 January 2014 at 10:06:27 UTC, monarch_dodra wrote:
On Friday, 3 January 2014 at 01:43:09 UTC, Chris Cain wrote:
So, it sounds like the OP is using the x and y coords for a
seed to generate a single number and he was curious to whether
it costs too much to reseed like this for every
On Friday, 3 January 2014 at 01:43:09 UTC, Chris Cain wrote:
So, it sounds like the OP is using the x and y coords for a
seed to generate a single number and he was curious to whether
it costs too much to reseed like this for every point.
FWIW, I'm under the impression that this is a fairly co
On Thursday, 2 January 2014 at 22:01:01 UTC, monarch_dodra wrote:
*This* comment is confusing me. What do you mean by "re-seed"?
You mean a random seed? Once seeded, you shouldn't have to
re-seed a PRNG: It'll generate random numbers forever. Or do
you mean "re-seed" in the sense "reset"? Becau
On Thursday, 2 January 2014 at 20:38:10 UTC, Jeroen Bollen wrote:
D provides a set of Random Number Generators in std.random. I
am writing an application which would create a 2D map of noise.
To do this though, I'll have to calculate the same random
numbers over and over again. (I cannot store
On Thursday, 2 January 2014 at 20:38:10 UTC, Jeroen Bollen wrote:
D provides a set of Random Number Generators in std.random. I
am writing an application which would create a 2D map of noise.
To do this though, I'll have to calculate the same random
numbers over and over again. (I cannot store
D provides a set of Random Number Generators in std.random. I am
writing an application which would create a 2D map of noise. To
do this though, I'll have to calculate the same random numbers
over and over again. (I cannot store them, that'd take a horrible
amount of RAM. )
Is it good to re-s
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