This question is related to, but different from what is discussed
here.
If random() or noise() are not called in conjunction with randomSeed() or noiseSeed(), is there still a seed value at work behind the scenes? One that gets changed with each call? Or is the seedless process somehow completely different from the seeded one?
More to the point, if I'm playing with a non-seeded random or noisy sketch, I expect to get different results each time. But if I happen across a result that is particularly interesting, is there any way reproduce that result after the fact? That is, could some code be added which tracks how a random or noisy function got its start?
I do realize I could set a seed value from the get-go (even a randomized seed value), and print that to the console, so I'd know what seed had produced a given result. I was just wondering if there were any way to excavate the seed or genesis or ur-condition of random or noise without an explicitly specified seed. TIA.
If random() or noise() are not called in conjunction with randomSeed() or noiseSeed(), is there still a seed value at work behind the scenes? One that gets changed with each call? Or is the seedless process somehow completely different from the seeded one?
More to the point, if I'm playing with a non-seeded random or noisy sketch, I expect to get different results each time. But if I happen across a result that is particularly interesting, is there any way reproduce that result after the fact? That is, could some code be added which tracks how a random or noisy function got its start?
I do realize I could set a seed value from the get-go (even a randomized seed value), and print that to the console, so I'd know what seed had produced a given result. I was just wondering if there were any way to excavate the seed or genesis or ur-condition of random or noise without an explicitly specified seed. TIA.
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