I had some references about this but thanks to youtube being full of trash now it's hard to find them
though for the purposes of a game, urandom isn't really what we want if we want to avoid clumping. seems to me you'd want to start with the random numbers from whatever source, then remove the clumps with some transform
even if you're burning lots of numbers per frame and have to generate on the fly, I'd rather massage the numbers toward "feels good" gameplay than rely on the PRNG output directly. which means batch producing numbers, then transforming them, instead of making discrete calls as needed. could do an RNG batch every frame and throw it away at the end of the frame, that would be pretty cheap for game state updates, and if you have a rare frame where you have to do more state updates than you have numbers for, just go back to the beginning of the array. nobody's going to notice that in a single frame