Skip to content

codecat/angel

Repository files navigation

Angel

This is LÖVE, but with AngelScript bindings instead of Lua.

Why?

For fun, really. I adore LÖVE, but I don't enjoy using Lua too much myself. Some of the benefits of Angel are:

  • A type-safe language
  • An object oriented language
  • No need to require() your scripts (all files are "bundled" together)

Roadmap

Eventually I plan to get everything from LÖVE 11.2 to bind to AngelScript, so that you can actually make games with it. Here's a few milestones:

  • Basic API coverage by getting the "no game" screen to run
  • Running games from a specific directory
  • Game configuration (eg. love.conf)
  • .angel file generation
  • Embedding game in binary
  • All modules have base registrations
  • Complete 11.2 API coverage
  • Automated testing

Building

Currently, Angel only builds on Linux and MacOS. Builds are done with CMake. After cloning, do something like this:

$ git submodule update --init --recursive
$ mkdir build
$ cd build
$ cmake ..
$ make

Screenshot

This screenshot shows the "no game" screen ported to AngelScript. The source for this can be found in the game directory.

About

LÖVE, but with AngelScript instead of Lua.

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published