It might be useful to explain to us why you need it.
Trying to hopefully clean some of this up:
* NONE of the generators so far mentioned result in unpredictable numbers. You can store the internal state of any one of them, then use that state and get the same pattern of numbers on many machines.
* ALL of these generators allow you to specify the seed, or the starting number for the internal state.
* SOME of these generators allow user-provided parameters for number generation. These numbers have sometimes complex interactions with the PRNG. Often they are set by someone studying the details of the machine and understanding the math, then determining values that work well. For example, one common Mersenne Twister implementation by default uses some internal numbers of 0x9908B0DF, 0x9D2C5680, and 0xEFC60000. You can adjust these if you happen to know what they are doing and why they do what they do.
Remember that these are just number generators. They make a series of numbers. Hopefully they are random enough for your purposes, but they might not fit your purposes. There are all kinds of fancy statistical tests people can use, but those tests are not the same as your needs.
For which you should use, it depends a great deal on what you are using it for.
Some algorithms are just fine for generating data in game but terrible if you are looking for certain statistical probabilities.
For example, you may be just fine with a simple built-in numeric generator. In one game I worked on there was limited availability of items in the shop; we took the in-game date which was a simple integer, took the date's hash, and used that for an RNG seed, then shuffled the store's inventory. This gave us a consistent value that was random enough and easy to reproduce. Day 1 all the shops had the same items on sale, day 2 all the shops had different items on sale, etc. The seed number could be generated as many times as we needed for testing, meaning the store's content would be the same every time the player entered the shop on that in-game date.
Other times those built-in numeric generators won't work for you. You may pick a fancy algorithm and use it to generate a lot of data. You try it out, but over the course of development you discover it is not appealing for some reason. You can adjust and tune the parameters if you know what you are doing, but if you don't, you might need to pick a different generator. It isn't that the PRNG is itself flawed, just that it doesn't meet the properties you happen to need.
Depending on your specifics, Boost provides a bunch of number generators that may meet your needs.
So... What are you going to use it for?