}
}
- mysrand(pos.Y + (heat + humidity) * 0.9f);
+ const u64 seed = pos.Y + (heat + humidity) * 0.9f;
+ PcgRandom rng(seed);
+
if (biome_closest_blend && dist_min_blend <= dist_min &&
- myrand_range(0, biome_closest_blend->vertical_blend) >=
+ rng.range(0, biome_closest_blend->vertical_blend) >=
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;
// Carefully tune pseudorandom seed variation to avoid single node dither
// and create larger scale blending patterns similar to horizontal biome
// blend.
- mysrand(pos.Y + (heat + humidity) * 0.9f);
+ const u64 seed = pos.Y + (heat + humidity) * 0.9f;
+ PcgRandom rng(seed);
if (biome_closest_blend && dist_min_blend <= dist_min &&
- myrand_range(0, biome_closest_blend->vertical_blend) >=
+ rng.range(0, biome_closest_blend->vertical_blend) >=
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;