Sample GamesWe've included some sample games to get you started: - IntroGame - a set of modular demos that show off specific bits of Angel functionality. Each demo displays the relevant code or config files so if you see something you like, you know right where to find it. We recommend you start here.
- ClientGame - A good point for you to start your own game -- it already has all its paths and includes set up properly, and initiates the engine with nothing in the world but a simple grid to help you place objects. Use the build.ini file to change the name of your published executable rather than changing the solution properties. That will make it easier to merge changes later.
SetupWe've taken pains to make it pretty quick to get up and working with Angel. There are some prerequisites, however. Note that on both platforms it's probably best to put the code on some path that doesn't have spaces, just to avoid weirdness. Windows- You'll get the best results from Visual Studio 2005 Pro -- that's what we use to build and test. I've heard anecdotal evidence that people have gotten it to work with the 2008 version, but you're on your own there. It works with Visual Studio Express, but I've only seen it go reliably with Visual C++ 2005 Express. If you're using 2k5 Express, make sure to carefully follow the Platform SDK instructions and install Service Pack 1. (The solution file will still throw some errors on startup, but you can safely ignore them.)
- You'll also need to install the DirectX SDK, or resign yourself to not being able to use the 360 controller. (The whole project also won't compile out of the box, but you can disable the offending portions.) You can get the DirectX SDK from Microsoft.
- When building your game in Release mode, a "Published" directory is created. This contains all libraries, resources, documentation, etc. and is appropriate for zipping up for distribution.
- Angel has only been tested on Windows XP. It could and should work with Vista, but hasn't been tested.
Mac- Install the OS X Development tools, available from the Extra Installs disc that came with your computer. That will install Xcode and the command line compilers used by other parts of the build.
- You'll need to install the kernel extension that exposes the Xbox 360 controller as a HID Input device. You can download it from its website, but it's also included in the Tools directory if, for whatever reason, that site ever goes under. Also, anyone who wants to play your game will need that installed as well.
- You'll need a version of SWIG installed. Our Xcode project is set up assuming that you're using a version installed with MacPorts. If you don't have it set up, first install MacPorts. And then, from your terminal (/Applications/Utilities/Terminal.app), type:
$ sudo port install swig
Enter your password when prompted, then go get a snack while SWIG compiles. You can feel free to install SWIG via other means, but we won't be able to help you if something goes wrong.
- Angel has only been tested on Mac OS X Leopard (10.5). It could and should work with lower versions, but would probably require some tweaking of the build process.
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For the Mac, if you don't want to install MacPorts?, you can download, compile, and install SWIG yourself using the standard configure/make/make install. If you leave the default install location when you configure it /usr/local/bin/swig?, you'll have to change SWIG_PATH in Angel-2.0/Code/Tools/BuildScripts?/swig_wrap.py line 52.