> Implementing a PRNG within the codebase instead of calling the C# standard library has an additional advantage: seeds are guaranteed to be the same on all platforms. In Spire 1, seeds on the desktop version of the game were different from seeds on the mobile version of the game, because the standard library implementation of PRNG differed between platforms. It is also worth mentioning that the standard library implementation might change over time, which would break all past seeds.
This is the correct conclusion - game developers should consider gameplay-relevant random generators part of their gameplay code rather than platform code.
This is the correct conclusion - game developers should consider gameplay-relevant random generators part of their gameplay code rather than platform code.