Skip to main content

Questions tagged [random]

Algorithms or methods to produce events or behavior that is random in nature.

0 votes
1 answer
210 views

How to implement random children selection using a behavior tree framework that doesn't support it? Assuming that I want to select one of three possible actions with equal probability this is the best ...
Kamil Bizoń's user avatar
0 votes
2 answers
112 views

I am trying to generate a set of points distributed in such a way as to give a "rough circle" sort of shape. The points should not deviate too far from neighboring points, with larger jumps ...
Anthony Khodanian's user avatar
0 votes
1 answer
161 views

I'm making an idle game with semi-multiplayer. My game uses Unity as a client and as a server Unity Gaming Services (UGS) C# Cloud Code Modules with UGS Cloud Save, this server is non-persistent, ...
Pascal Claes's user avatar
0 votes
0 answers
105 views

For a game I am finishing, I need a random sequence that can be generated in Wasm and in the server, yielding the same result. This generated 64-bit(or more if supported by WASM) numbers sequence is ...
Kroma's user avatar
  • 111
0 votes
2 answers
271 views

I have a 2D grid of cells in Unity, and each cell can be on or off. I want to randomly generate the on cells, and when I just assign a probability to each cell, the entire grid has the same density, ...
UserUser's user avatar
  • 171
1 vote
1 answer
148 views

I made a character in Godot 4 that enters from one side of the image and exits from the other side, which shows its different modes randomly each time. I have written these codes for it: ...
Nina Monti's user avatar
-1 votes
1 answer
757 views

As you can see, I'm attempting to set the random prey integer to a number within a random range like so: randomPrey= Random.Range(0,10); As I type the code out the .Range doesn't turn yellow and the ...
Gideon Falls's user avatar
0 votes
2 answers
155 views

I need to generate discrete integer variables that each have meaning, so does their sum. I am essentially looking to partition a normal distribution into n bins. You can think of them as stats. The ...
Amilia C's user avatar
19 votes
5 answers
4k views

While in line at Disneyland, my friends and I came up with a 1v1 bartering game. Here's how it works: Two players are negotiating the price of a good. One player is the buyer, one is the seller. ...
harkinian's user avatar
  • 303
0 votes
1 answer
115 views

I am still working on the RTS and have added a system that allows enemies to randomly wander. However, when multiple enemies fight one of my units, they will just clump up Afterwords instead of going ...
Crystalline787's user avatar
0 votes
0 answers
62 views

Suppose I have a game with 6 players, each of which gets a payout on a different side of a D6 roll. The D6 is rolled many times over the course of the game. This yields an even payout in the long run, ...
sdgfsdh's user avatar
  • 295
1 vote
2 answers
250 views

Conceptually, generating item stats is the same as placing balls into buckets. An even distribution of 50 balls into 5 buckets looks like this: [10,10,10,10,10] whereas an uneven distribution might ...
user2108462's user avatar
16 votes
5 answers
4k views

I am working on a RPG that I have implemented spells with status effects that can be applied x% of the time. For instance a fire spell has a 25% chance to apply a burning debuff. Initially I just put ...
TyCobb's user avatar
  • 339
1 vote
1 answer
571 views

The idea is to generate a path with a certain distance m. Currently the generation pseudo code is as follows: ...
EEAH's user avatar
  • 113
0 votes
1 answer
249 views

...
Daniel Lip's user avatar
  • 1,785

15 30 50 per page
1
2 3 4 5
20