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Comment by glitchc

An alternative to the post is to take any PRNG's output and calculate the SHA3 hash of it, then use the hash as the random number. If SHA3 is not available, use AES. In either case, all statistical weaknesses and side-channel attacks will be eliminated.

The platform is far more likely to have support for either of those in the system libraries, than a bespoke CSPRNG, which would need to be packaged with your app/game.

parent glitchc 2 years ago

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