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Misa 5e94239967 Optimize 30-mode FPS loop to use SDL_Delay()
This patch optimizes the loop used to limit the framerate in 30-FPS-only
mode so that it uses SDL_Delay() instead of an accumulator. This means
that the game will take up less CPU power in 30-FPS-only mode. This also
means that the game loop code has been simplified, so there's only two
while-loops, and only two places where game.over30mode is checked, thus
leading to easier-to-understand logic.

Using an accumulator here would essentially mean busywaiting until the
34 millisecond timer was up. (The following is just what leo60228 told
me.) Busywaiting is bad because it's inefficient. The operating system
assumes that if you're busywaiting, you're performing a complex
calculation and handles your process accordingly. And this is why
sleeping was invented, so you could busywait without taking up
unnecessary CPU time.
2020-07-14 00:44:42 -04:00
.github Mention the in-game credits for the Legal Stuff 2020-04-24 12:52:11 -04:00
desktop_version Optimize 30-mode FPS loop to use SDL_Delay() 2020-07-14 00:44:42 -04:00
mobile_version Fix 1x1 quicksand collision optimization not working 2020-05-13 08:16:34 -04:00
third_party Remove TinyXML-1 2020-06-12 15:08:29 -04:00
tools Adding original mapping tools for the sake of completeness 2020-01-12 19:49:24 +01:00
.gitattributes fix actionscript misclassified as angelscript 2020-01-12 15:18:45 -05:00
License exceptions.md Added Haiku links 2020-02-05 15:59:51 +01:00
LICENSE.md Updated link to Make and Play edition 2020-01-13 19:37:50 +01:00
README.md Update README.md 2020-01-10 17:45:29 +01:00

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

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).