The problem is, that the algorithm is path-dependent, deterministic PRNG is most likely already used, and doesn't help.
So if 2 players started at (x0, y0, z0) and went to (x1, y1, z1), but took different paths to get there - they would see a different tile :)
The problem is, that the algorithm is path-dependent, deterministic PRNG is most likely already used, and doesn't help.
So if 2 players started at (x0, y0, z0) and went to (x1, y1, z1), but took different paths to get there - they would see a different tile :)