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aa7b63fa5f
VVV_min/max are functions that only operate on ints, and SDL_min/max are macros that operate on any type but double-evaluate everything. I know I more-or-less said earlier that SDL_min/max were dumb but I've changed my mind and think it's better to use them, taking care to make sure you don't double-evaluate, rather than trying to generate your own litany of functions with either your own hand-rolled generation macros, C++ templates, C11 generics, or GCC extensions (that last one you'd technically use in a macro but it doesn't really matter), all of which have more downsides than just not double-evaluating. And the upside of not double-evaluating is that you're disencouraged from having really complicated single-line min/max expressions and encouraged to precompute the values beforehand anyway so the final min/max is more readable. And furthermore you'll notice when you yourself end up doing double-evaluations anyway. I removed a couple instances of Graphics::len() being double-evaluated in this commit (as well as cleaned up some other min/max-using code). Although the only downside to those double-evaluations was unnecessary computation, rather than checking the wrong result or having multiple side effects, thankfully, it's still good to minimize double-evaluations where possible. |
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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).