|
|
|
|
|
by pclmulqdq
795 days ago
|
|
The problem of dealing with randomness is about figuring out how to use CSPRNGs (and TRNGs) as little as possible, but not too little. CSPRNGs can get to a couple of GB/sec on a core, so they're not all that bad, but non-secure PRNGs are over an order of magnitude faster. I would assume that most of those things (eg chunk generation/loading) don't need secure RNG at all. Sharding your RNGs by player is also an option for some games, and can be easier. |
|