This is LÖVE, but with AngelScript bindings instead of Lua.
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)
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
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
This screenshot shows the "no game" screen ported to AngelScript. The source for this can be found in the game directory.