random_series Series = RandomSeed(1234); for the world generation at the top of GameUpdateAndRender()) I get a completely different world then Casey does...
I cut and paste the RandonNumberIndex from Casey's HandmadeRandom.H to make sure I was using the same information...Is it possible that because I am using MSVC as the editor and compiler there is some floating point weirdness or an option I have checked that is causing a problem?
The "App" works fine, its just that my world and splats are totally different...Also the walls and the series of rooms are oriented differently, but they change with different seed #'s...
Wall orientation depends only on integer number generation, so floating point accuracy cannot mess it up.
Are you sure you implemented integer random number generation correctly? What is RandomNumberIndex? I don't see such variable or function in handmade_random.h file.
Are you sure you are using random number generation (RandomChoice) during wall generation in exactly same way as Casey? Because if you call it with different arguments, or in different order - the world will be different.
I typed #define ArrayCount(Array) (sizeof(Array)) / sizeof((Array[0]))
Instead of #define ArrayCount(Array) (sizeof(Array) / sizeof((Array)[0]))
in Handmade_Platform.H and for some reason it flipped the whole word on its side as far as world generation goes...only took 6 1/2 hours to find, and ironically it was in the last place that I looked.
I have a running joke with my wife if I can't find my wallet or keys...When I find them she will say "where were they? Probably the last place you looked.?" After a while I started telling her, "no I continued to look for them after I found them." Just to make sure they weren't in the last place I looked.