@havchr@mastodon.gamedev.place
Post #3075649
2026-03-20 22:13 UTC
I am trying to debug a procedural corner I have painted myself in.. I have two paths, a runtime path, and an offline path. The offline path lets me run the proc-gen-algorithm without playing the game, seeing what level parts should be picked, and iterating quickly on tunings etc. The problem is - when these paths diverge in ways that drift in terms of consumption of random numbers - then it is no longer possble to replicate things. I have create a system where I can add "Driftmarkers" for debu..
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@havchr@mastodon.gamedev.place 2026-03-20 22:16
I add a driftmarker on the PickNewLevelPart with the name of the part picked. A driftmarker contains the entire chain of the RNG sequence. So, I can generate json file with these driftmarkers offline, then run the runtime and compare, and ideally pinpoint when/where things go out of sync. Right now, it goes out of sync two steps in! haha - should be easy to pinpoint!