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1f1b39a77a
This isn't a memory leak (not even Valgrind complains), because it gets properly cleaned up in GraphicsResources::destroy(). Still, it's memory that is just laying around not being used, and in the name of deallocating things as soon as you no longer need them, we should deallocate the base tilesheet images after we split all of them into tiles. This reduces the memory cost of all tilesheet images by half, since we were essentially keeping around duplicates for nothing; this doesn't really have much of an impact with conventional tilesheet sizes, since they're usually small enough, but since 2.3 allowed for tilesheet images of any size, this is a pretty big deal for really big tilesheet images. It's okay to do this, even though they also get freed in GraphicsResources::destroy(), because SDL_FreeSurface() does a NULL check on the pointer passed to it, and we set the pointer to NULL after freeing the surfaces. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).