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<oembed>
 <version>1.0</version>
 <type>link</type>
 <provider_name>Rainbow Dash Network</provider_name>
 <provider_url>http://rainbowdash.net/</provider_url>
 <title>RedEnchilada (notice the lack of a space) (redenchilada)'s status on Friday, 23-May-14 16:24:45 UTC</title>
 <author_name>RedEnchilada (notice the lack of a space) (redenchilada)</author_name>
 <author_url>http://rainbowdash.net/redenchilada</author_url>
 <url>http://rainbowdash.net/notice/3430250</url>
 <html>@&lt;span class=&quot;vcard&quot;&gt;&lt;a href=&quot;http://rainbowdash.net/user/6761&quot; class=&quot;url&quot; title=&quot;Pony&quot;&gt;&lt;span class=&quot;fn nickname mention&quot;&gt;pony&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; Not for most cases. For the average computer program, the pRNG seed is initialized to some value (often the computer time), and calls to rand() and similar functions will perform some sort of math on the seed and return that value. A game I've poked at the source for has &lt;a href=&quot;http://pny.lv/2gls&quot; title=&quot;https://github.com/STJr/SRB2/blob/master/src/m_random.c#L98&quot; rel=&quot;nofollow external&quot;&gt;a custom pRNG system&lt;/a&gt; (because it needs to sync across netgames) that demonstrates the concept. Basically, if srand() is called with the same value, successive calls to rand() will return the same sequence of values.&lt;br /&gt;&lt;br /&gt;That said, clock drift &lt;i&gt;can&lt;/i&gt; be used for randomness. It's usually pretty slow, however, so it's better to use one of the methods Cinnamon mentioned, or if desired use clock drift to seed a pRNG.</html>
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