I'm trying to recreate a procedural side-scroller world gen algorithm by using a seed and I find my self stuck trying to solve a particular problem.
Seed generation applies very well with voxel-like games, but it seems slightly less suitable to generate randomly placed sprites with differing widths for sidescrollers
Here's a picture explaining the problem:
Assuming I load the game at screen-2, I'd be e.g. between coordinates 100 and 0, and the seed function would tell me that between coordinates 100 and 0 there's the sprite of a big block of mountains to render, whose center lies in the coordinate interval [0, 100] ( the center of the sprite is the pink dot in the picture)
assuming I'm loading the game from coordinate 300, as is the case in screen-1, a seed function wouldn't be able to recognize the presence of a mountain sprite there, even though part of it is still visible in the interval between e.g. [250, 350]
A straightforward solution would be to sample from the seed function the interval including the biggest-sized object in the game, which is of course highly inefficient given many objects only cover a fraction of the screen.
How is this type of problem generally solved? Are algorithms based on seeds unsuitable for this particular project? If this is the case, what could be a reasonable alternative?