Hi guys, the game that I working on is creating blocks with position of x in some range. But I realized that on the start of the game it always pick the same value like every time it picks 320. What is the problem or how can I fix it?
Also should always discard first few random values as the first few will always be the same due to some C thing
math.random();math.random();math.random();math.random();
I prefer to use https://github.com/subsoap/defrng/blob/master/defrng/mt.lua for random numbers
Is that a lua or a defold thing, because that is really annoying.
If youâ€™re talking about needing to clear the first few bad RNG itâ€™s a Lua thing. Using MT avoids the issue.
Itâ€™s not really a defold or a lua thing, it is a computer thing. You should read more about it, because itâ€™s really interesting*
*well i think itâ€™s quite interesting
Thanks for reference, I am currently using it. However there is another problem
function init(self)
self.last_pos = 100
create(self, "#diamondfactory")
end
function create(self, fac)
local pos = vmath.vector3()
pos.y = 480
local random_x = m.random(50, 590)
while self.last_pos >= random_x  100 or self.last_pos <= random_x + 100 do
random_x = m.random(50, 590)
end
self.last_pos = random_x
local pos_of_ball = go.get_position("/ball")
pos.x = random_x
factory.create(fac, pos)
end
I am using this script to pick values of long distance. If the position of the last one is between â€śprev_x  100 and prev_x + 100â€ť then it should pick new value until it is OK. But the game crashes because of infinite loop. What is the problem ? Or how can I fix it? Any idea?
So, we start with self.last_pos == 100
, so letâ€™s figure out what values of random_x
get us out of the loop.

self.last_pos >= random_x  100
isfalse
whenrandom_x >= 201

self.last_pos <= random_x + 100
isfalse
whenrandom_x < 0
Since random_x
canâ€™t be less than 50
, it will never be less than 0
, so your while
loop will never exit.
Why loop like that? Canâ€™t you pass in the correct min and max values to math.random()?
There is a ball which is moving from left to right and right to left all the game time, so when the ball reaches a block, then the next block must be far away from ballâ€™s position on the reach point. I donâ€™t know if it is clear
I gave different values to self.last_pos but same result
Sorry for flood but I solved the problem, It was my mistakeâ€¦
while random_x >= self.last_pos  200 and random_x <= self.last_pos + 200 do
random_x = m.random(50, 590)
end
This worked fine while self.last_pos is initially 320. Then the random_x value should be between 120 and 520. So thanks for ideas
Since youâ€™re trying to ensure the delta (difference) between two objects is â€ślarge enoughâ€ť you should rewrite the conditional to make that clear, like:
repeat
random_x = math.random(50, 590)
until math.abs(self.last_pos  random_x) >= 200
Thatâ€™s far easier to understand: keep generating a random number until the delta between the random and the self.last_pos
is more than 200
.
I am going to remember that bit of code. it is handy!
@Pkeod thanks for the link! this module should really be included in Defold, the default math.random is very annoying due to this math.randomseed(os.clock()*100000000000) and even with that from my test the module from your link works a lot better out of box!
What are you doing to that poor seed?
Use math.randomseed(socket.gettime()) and optionally throw away the first random value.
@britzl maybe â€śmath.randomseed(socket.gettime())â€ť works fine when I need to pick a number from the big range, but for my example, I just tested it, when I have 3 elements array (table) and I need to pick 1 random element from this array 3 times  one after another (my case is I just instantiate 3 objects but the object can have 3 different sprites and in init() of the object I assign one of the spites randomly)  â€śmath.randomseed(socket.gettime())â€ť works really bad unfortunately, basically almost always picking the same value for all 3 object (calls). When I use math.randomseed(os.clock()*100000000000)  this works better but the linked library  works perfectly out of box without any additional linesâ€¦
I noticed that the default math.random works really bad when I need to pick a random element from some small array (small range of numbers math.random(1,3) for example) without this â€śos.clock()*100000000000â€ť madness , so basically analogue to https://docs.yoyogames.com/source/dadiospice/002_reference/maths/real%20valued%20functions/choose.html which works excellent in GMS 2â€¦
Ah, I see. Well, hmm, if you throw away the first one or two random numbers you start to get the kind of variation that is to be expected:
 os.time() seems to work equally well
math.randomseed(socket.gettime()) math.random() math.random()
print(math.random(1,3))
Not optimal. Perhaps we can deal with this better internally in the engineâ€¦
exactly, it is a bit hacky, and given the number of questions on the forum about â€śRandom does not workâ€ť I believe this is the problem which must be addressed given the fact how often random functionality needed in game development.
Here are some illustrations of â€śbad rngâ€ť drawing 4 colors randomly on a canvas I made a few years ago. I think the method was pick a random x,y and pick a random one of the 4 colors based on the RNG methods. So after a few seconds the patterns would emerge.
And â€śbetter rngâ€ť