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#11
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Juk, matt is right, doing the "hands collide so resample" thing works perfectly fine.
Here are some other approaches I use : 1. Construct a "virtual deck" Initialize the virtual deck with all 52 cards Draw hand for player N ; remove those hands from the virtual deck Draw further hands 2. effective weight table zeroing When you assign someone a hand, that "virtually" zeros those elements of everyone else's weight table That is you dont actually zero them, but when other people access their weight table they ignore elements that conflict with other holes. BTW the fast way to do all this stuff is with 52-bit masks. |
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