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Angel 2DThis is Angel, a cross-platform 2D game prototyping engine based on OpenGL and C++. Angel provides: - Cross-Platform functionality (Windows, Mac, Linux, and iOS)
- Actors (game objects with color, shape, responses, attributes, etc.)
- Texturing with Transparency
- "Animations" (texture swapping at defined intervals)
- Rigid-Body Physics
- A clever programmer can do soft-body physics with it
- Sound
- Text Rendering with multiple fonts
- Particle Systems
- Some basic AI (state machine and pathfinding)
- Config File Processing
- Logging
- Input from a mouse, keyboard, or Xbox 360 controller
- Binding inputs from a config file
- A simulator for iOS input on the desktop
- Lua Scripting
(A lot of these things are not horribly complex, but they're the sort of things that can be a pain to get working properly. The idea is to have a good set of base functionality to start with at the Jam.) Some things to keep in mind as you explore this code: - Angel was originally built as a prototyping framework, not a general-purpose game engine. That doesn't mean that it won't be suitable for longer-term work, but our chief goal in putting it together is to make it so people can get up and running with it as quickly as possible, specifically in a context where you only have 48 hours to make something with it.
- Angel is designed for experienced programmers. That doesn't mean that it uses all sorts of crazy programming techniques or is difficult to use (quite the opposite: see #1), but nor does it hold the developer's hand very much. It's expected that users have at least some experience exploring a codebase to see how it works.
- That said, we've taken pains to make the code as plain and readable as possible. In some places we've sacrificed efficiency or functionality if it would obfuscate the code.
All typical caveats apply: the code is messy in places, under-commented, certain things may be broken. Any thoughts or recommendations are welcome. Downloads- Angel 3.0.1: Our active development branch, which runs on Windows, Mac OS X, iOS, and Linux. Contains a fully documented core engine, an IntroGame project which shows off the various features using thoroughly commented and modular code, and a project (ClientGame) to get you started.
- Angel Documentation: The generated documentation from the 3.0 codebase, linked above. Contains HTML and PDF versions for maximal offline viewing enjoyment.
- IntroGame: Compiled versions of the example code, which shows off basic functionality. All the code is well-commented and modular, so you can download the source (above) and see how each example is implemented.
InformationScreenshotsSome screenshots of the demo application. Console:
Intervals:
Multitouch:
Particles:
Pathfinding:
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