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diff --git a/source/modules/asura-utils/Math/Rand/Rand.h b/source/modules/asura-utils/Math/Rand/Rand.h
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+#ifndef RAND_H
+#define RAND_H
+
+#include "../../Type.h"
+#include "../../Classes.h"
+
+namespace_begin(AsuraEngine)
+namespace_begin(Math)
+
+/*
+Some random generator timings:
+MacBook Pro w/ Core 2 Duo 2.4GHz. Times are for gcc 4.0.1 (OS X 10.6.2) / VS2008 SP1 (Win XP SP3),
+in milliseconds for this loop (4915200 calls):
+
+for (int j = 0; j < 100; ++j)
+for (int i = 0; i < 128*128*3; ++i)
+data[i] = (rnd.get() & 0x3) << 6;
+
+gcc vs2008 Size
+C's rand(): 57.0 109.3 ms 1
+Mersenne Twister: 56.0 37.4 ms 2500
+Unity 2.x LCG: 11.1 9.2 ms 4
+Xorshift 128: 15.0 17.8 ms 16
+Xorshift 32: 20.6 10.7 ms 4
+WELL 512: 43.6 55.1 ms 68
+*/
+
+
+// Xorshift 128 implementation
+// Xorshift paper: http://www.jstatsoft.org/v08/i14/paper
+// Wikipedia: http://en.wikipedia.org/wiki/Xorshift
+class Rand {
+public:
+
+ Rand(uint32 seed = 0)
+ {
+ SetSeed(seed);
+ }
+
+ uint32 Get()
+ {
+ uint32 t;
+ t = x ^ (x << 11);
+ x = y; y = z; z = w;
+ return w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
+ }
+
+ inline static float GetFloatFromInt(uint32 value)
+ {
+ // take 23 bits of integer, and divide by 2^23-1
+ return float(value & 0x007FFFFF) * (1.0f / 8388607.0f);
+ }
+
+ inline static uint8 GetByteFromInt(uint32 value)
+ {
+ // take the most significant byte from the 23-bit value
+ return uint8(value >> (23 - 8));
+ }
+
+ // random number between 0.0 and 1.0
+ float GetFloat()
+ {
+ return GetFloatFromInt(Get());
+ }
+
+ // random number between -1.0 and 1.0
+ float GetSignedFloat()
+ {
+ return GetFloat() * 2.0f - 1.0f;
+ }
+
+ void SetSeed(uint32 seed)
+ {
+ x = seed;
+ y = x * 1812433253U + 1;
+ z = y * 1812433253U + 1;
+ w = z * 1812433253U + 1;
+ }
+
+ uint32 GetSeed() const { return x; }
+
+private:
+ uint32 x, y, z, w;
+};
+
+namespace_end
+namespace_end
+
+#endif \ No newline at end of file