On Fri, 2011-09-16 at 13:22 +0200, Csaba Halász wrote:
> On Fri, Sep 16, 2011 at 10:35 AM, Andreas Gaeb wrote:
> >
> > However, the sg_srandom_time_10() function also looks appealing. That
> > would give the same random seed for all processes started within the
> > same 10 minute interval, yet als
On Fri, Sep 16, 2011 at 10:35 AM, Andreas Gaeb wrote:
>
> However, the sg_srandom_time_10() function also looks appealing. That
> would give the same random seed for all processes started within the
> same 10 minute interval, yet also vary every 10 minutes even with the
> same METAR. Maybe even ME
Am 15.09.2011 22:24, schrieb Stuart Buchanan:
>[...]
> This is a bit trickier to fix in concept, because we want there to be
> variation
> in the clouds between runs rather than generating exactly the same set
> of clouds if you start in the same location with the same weather.
yes, this is very d
On Wed, Sep 14, 2011 at 12:33 PM, Andreas Gaeb wrote:
> Am 14.09.2011 11:43, schrieb Erik Hofman:
>> I've been pushing this behavior various times and scenery objects should
>> always be positioned at the same location over and over again.
> To clarify things up a bit, not all is broken:
> - Houses
On Wed, Sep 14, 2011 at 12:58 PM, James Turner wrote:
>
> On 14 Sep 2011, at 12:00, Stuart Buchanan wrote:
>
>> OK. We've got something similar already in the C code for exactly this
>> purpose. Might be more efficient to simply expose that over Nasal, but
>> I'm not sure how easy that would actual
On 14 Sep 2011, at 12:00, Stuart Buchanan wrote:
> OK. We've got something similar already in the C code for exactly this
> purpose. Might be more efficient to simply expose that over Nasal, but
> I'm not sure how easy that would actually be.
Pretty trivial, for a function such as sg_random, unl
On Wed, 2011-09-14 at 13:33 +0200, Andreas Gaeb wrote:
> Am 14.09.2011 11:43, schrieb Erik Hofman:
> > I've been pushing this behavior various times and scenery objects should
> > always be positioned at the same location over and over again.
> To clarify things up a bit, not all is broken:
> - Hou
Am 14.09.2011 11:43, schrieb Erik Hofman:
> I've been pushing this behavior various times and scenery objects should
> always be positioned at the same location over and over again.
To clarify things up a bit, not all is broken:
- Houses etc. are the same
- Trees are at the same location and same s
On Wed, Sep 14, 2011 at 11:18 AM, Thorsten Renk wrote:
>> Thorsten Renk - If this something we need to be thinking about for the
>> Local Weather as well?
>
> We've been tossing the idea around in the forum that Local Weather stops
> using the rand() function from Nasal and uses its own internal r
> Thorsten Renk - If this something we need to be thinking about for the
> Local Weather as well?
We've been tossing the idea around in the forum that Local Weather stops
using the rand() function from Nasal and uses its own internal random
number generator. In this way, it could be initialized in
On Wed, Sep 14, 2011 at 10:43 AM, Erik Hofman wrote:
> Is this broken.. again?
> Sigh.
>
> I've been pushing this behavior various times and scenery objects should
> always be positioned at the same location over and over again.
This may just be broken in the default 3D clouds code. I'll take a lo
On Wed, 2011-09-14 at 11:18 +0200, Andreas Gaeb wrote:
> Hello everybody,
>
> lately I've been working on a multiscreen setup driven by multiple host
> machines. In order to get the same random scenery objects, all machines
> need to use the same random seed. Up to now, the random seed is taken
Hello everybody,
lately I've been working on a multiscreen setup driven by multiple host
machines. In order to get the same random scenery objects, all machines
need to use the same random seed. Up to now, the random seed is taken
from system time, which leads to inconsistencies.
The attache
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