I'm developing a roguelike in Lua for iOS and OSX. Pretty new to Lua and discovered to my dismay how nonrandom math.random is on my platform. I already had already setup my calls for random numbers set up through a function:
function rollD(max)
return math.random(max)
end
So I found a fantastic answer in response to this post which turns out I think will solve my problem (it's pretty critical for a roguelike that the game be different each time) But in order to make the following tweaked function:
function rollD(max)
return srandom(seedobj,1,max)
end
work, I had to make:
local seedobj = { seed = -232343 }
from Donati's Knuth adaptation not be local anymore, and then actually modified it to use (os.time()*-1). This actually works perfectly so far and my (very rudimentary) roguelike is rolling up random bad guys and dungeons just like I want it to. But I worry when things work right...
With a high number of calls to srandom (probably upwards of a thousand calls per level) am I going to take some kind of performance hit by having seedobj be global? I would like to think that, because it's nested in the table, that seed is a reference and that I'm worrying for nothing. But otherwise: is there a way I should modify this function so I can call it more efficiently?