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e2fe2d4c2b
Alright, this is the start of the over-30-FPS patch! First things first, we'll need to make it possible to have a separate deltatime loop outside of the fixed timestep loop. And for that, we can't be using SDL_Delay(), as SDL_Delay() (as you might imagine) blocks the whole program. Instead we'll be using this thing called an accumulator. It looks at how long the previous poll took (the raw deltatime), and lets timesteps pass accordingly. On a side note, I've had to split the `time` and `timePrev` declaration each onto their own separate line, otherwise there's undefined behavior from `time` not being initialized. I use `accumulator = fmodf(...)` instead of `accumulator -= timesteplimit` because otherwise it'll fast-forward if it's behind, which is a jarring thing to see. Also in preparation for what's going to come down the over-30-FPS road, I've also added `deltatime` and `alpha`. `deltatime` is going to be used if the game is in slowdown mode, and `alpha` is going to be used for linear interpolation of animations. By the way, what was the main game loop previously (and is now the new timestep loop) is now in an extra set of curly braces, but I haven't indented it yet to reduce the noise in this commit. |
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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).