To further randomize, do more seedrnd millisecs() throughout the execution of your program. While millisecs() is a constant, the speed of your program is not. You will always hit subtle variations in texture loading time, scene rendering time, disk accessing time, depending on system load/virtual memory usage/a thousand other things, etc. Inserting more seedrnd millisecs() at intervals will further randomise the sequence of events. Even if the first seedrnd HAPPENS to come up with the same number it did last time, the second one is unlikely to, so no matter what, you'll keep getting random events occuring. It's best to put the seedrnd millisecs() after a loading period, say - level loading, as this is the time when milliseconds of difference in execution are most likely to have occured.
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