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5e94239967
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. |
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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).