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"It’s simple, fast, and has a great distribution, which means it’s more than good enough for gameplay."

Its distribution is not flawless, but I would agree that it's good enough for gameplay.



This! We don't use it for mission-critical crypto or the like. It's there to figure out whether a bot goes left or right. Given the enormous complexity of the League game state and input surface area, it likely won't be a concern unless someone devises a way to exploit it for RNG manipulation (this seems unlikely.)

The reason we didn't use crand was just code ergonomics. C-style rand has global state (by default) and we wanted our own interface to be explicit in the code so you knew when you were using a gameplay-impacting random number.




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