This issue is to build on #38 and make the custom rng class use an implementation which isn't just Godots built-in one. This will ensure that we can have random number generation that is totally independent of Godot's underlying implementation.
What algorithm this uses needs to be determined. It could use the same algorithm which Godot uses, currently PCG32. However, we should probably do a bit of research, but that's a good starting point.
There aren't many requirements for this algorithm, other than that it needs to allow providing a seed, and saving/loading state somehow. Ideally it would also be relatively simple to implement, yet also fairly fast, though performance is not as much of a concern at this point.
[ ] Research rng algs and pick one
[ ] Implement the rng alg
[ ] Test the rng alg implementation
[ ] Add unit tests to verify functionality
[ ] Update the Random class to use the new rng alg
This issue is to build on #38 and make the custom rng class use an implementation which isn't just Godots built-in one. This will ensure that we can have random number generation that is totally independent of Godot's underlying implementation.
What algorithm this uses needs to be determined. It could use the same algorithm which Godot uses, currently PCG32. However, we should probably do a bit of research, but that's a good starting point.
There aren't many requirements for this algorithm, other than that it needs to allow providing a seed, and saving/loading state somehow. Ideally it would also be relatively simple to implement, yet also fairly fast, though performance is not as much of a concern at this point.
Random
class to use the new rng alg