This is Angel, a cross-platform 2D game prototyping engine based on OpenGL and C++.
Angel provides:
- Cross-Platform functionality (Windows and Mac)
- 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
- Python Scripting
- In-Game Console
(None of these things are 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 is not intended as a general-purpose game engine. That doesn't mean that it won't be suitable for lots of different things, but our chief goal in putting it together is to make it so people could 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 engineers. 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 a developer has 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. We're still evolving the engine and cleaning it up, so any thoughts or recommendations are welcome.
Downloads
- Angel 2.1: Our active development branch, which runs on Windows and Mac OS X, uses GLFW and FMOD, and uses Python for scripting. The core engine is fully documented and the demo game is thoroughly checked.
- Angel Documentation: The generated documentation from the 2.0 codebase, linked above. Contains HTML and PDF versions for maximal offline viewing enjoyment.
Information
- FAQ
- GettingStarted - How to get building on Windows and Mac
- EngineOverview - High level overview of the pieces of the engine
Screenshots
Some screenshots of the demo application (in-game shots coming soon).
Console:
Intervals:
Messages:
Particles:
Pathfinding:




