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by Retr0id
795 days ago
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Generating random numbers into a refillable buffer is the standard for high-performance RNG, whether you're doing CSPRNG or not (it's how V8 uses xorshift, for example). "stop the world" is not a problem when the time to refill the buffer is still measured in nanoseconds. There's nothing stopping you from having multiple CSPRNG instances, with deterministic seeds, if that's a design requirement. |
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So yes, a good, slightly buffered (internal state seems to be 300 bytes) implementation of a (quasi-?)CSPRNG is pretty damn close to a decent quality non-cryptographic PRNG and likely fast enough for most video games on most hardware. Though, very few people write games in Go.