▁using ▁the ▁phone ▁number ▁of ▁one ▁of ▁the ▁Hello ▁Games ' ▁developers ▁as ▁the ▁found ing ▁seed . ▁Pseud or andom ▁numbers ▁generated ▁from ▁the ▁position ▁of ▁each ▁star ▁are ▁used ▁to ▁define ▁the ▁planet ary ▁system ▁the ▁star ▁has , ▁the ▁planet ' s ▁position ▁is ▁used ▁as ▁a ▁seed ▁to ▁define ▁the ▁planet ary ▁features , ▁and ▁so ▁on . ▁This ▁approach , ▁used ▁in ▁early ▁days ▁of ▁computer ▁games ▁to ▁avoid ▁high ▁memory ▁or ▁disk ▁use , ▁avoided ▁the ▁need ▁to ▁craft ▁every ▁planet ▁and ▁store ▁this ▁information ▁on ▁a ▁server ; ▁this ▁also ▁assured ▁that ▁players ▁can ▁always ▁revis it ▁the ▁same ▁plan ets , ▁and ▁share ▁that ▁planet ▁with ▁other ▁players ▁who ▁would ▁find ▁the ▁same ▁features . ▁The ▁planet ▁terrain ▁generation ▁code , ▁for ▁example , ▁is ▁only ▁ 1 , 4 0 0 ▁lines ▁of ▁code ; ▁as ▁described ▁by ▁Murray , ▁the ▁code ▁was ▁twe aked ▁as ▁to ▁make ▁sure ▁that ▁plan ets ▁generated ▁vis ually ▁interesting ▁but ▁navig able ▁terrain , ▁as ▁some ▁early ▁builds ▁would ▁produce ▁wild ly ▁st unning ▁plan ets ▁that ▁were ▁impossible ▁to ▁traverse , ▁while ▁other ▁fixes ▁made ▁plan ets ▁look ▁flat ▁and ▁d ull . ▁Hello ▁Games ▁had ▁originally ▁planned ▁to ▁use ▁a ▁ 3 2 - bit ▁seed ▁number , ▁which ▁would ▁have ▁generated ▁around ▁ 4 . 3 ▁billion ▁plan ets , ▁but ▁decided ▁to ▁use ▁the ▁ 6 4 - bit ▁number ▁to ▁demonstrate ▁the ▁scal ability ▁of ▁their ▁game , ▁and ▁partially ▁in ▁response