© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2023
C. PittProcedural Generation in Godothttps://doi.org/10.1007/978-1-4842-8795-8_6

6. Creating a Seeding System

Christopher Pitt1  
(1)
Durbanville, South Africa
 

Back in Chapter 2, we learned that randomization takes a couple forms in game development. The first and most common is randomization where we don’t explicitly control the seed used. That’s what we used to randomize the behavior of the nodes in that chapter.

The second form of randomization is where we know what the seed is, and we can control it to some extent. Minecraft is a great example of this, because each level starts with an input where you can specify a seed.

Seeding can be a bit confusing, but ...

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