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4be18ff9fe
This is because otherwise, on my Linux system at least, the game will take up a lot of CPU that it doesn't really need to (I only have a 60hz monitor). On Windows, it looks like Windows already enforces V-sync for applications anyway, unless they have exclusive fullscreen control. Linux doesn't enforce V-sync on apps and lets them take up as much CPU as they want, so I'm putting this here to limit the framerate. The game is already actually 30 FPS anyway, the nice smooth FPS is just visual. V-sync won't introduce any more "input lag" than already exists. |
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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).