Angel balances the speed and flexibility of native code with an eye towards rapid iteration and out-of-the-box functionality. In a world of web games and memory-managed scripting engines, sometimes you still want to get your hands dirty — but that doesn't mean you have to get stuck in the mud.
Angel can create games for Windows, the Mac, most flavors of Linux, and iOS. It uses the native build systems on each platform (Visual Studio, Xcode, Make), so you can be up and running as soon as possible.
The demo packs include a basic platformer, a nostalgic space-rock-shooting game, a pretty scene, and a copy of IntroGame, which shows off most engine features in a sequence of descriptive screens. All demos include their source code, so if you're curious about how to do something you see here, have a look!
Out of the box, Angel sets up a basic OpenGL view and provides you with a suite of Actor classes which encapsulate various functionality. Physics, text rendering, camera controls, transformation intervals, sprite animations, and plenty more. When you build in Release mode, we even put together a folder with your executable and all necessary libraries and resources, perfect for zipping up and distributing.
There's a number of things that can be annoying to add to your game that help with development and make the eventual player's experience better, but aren't the sexy work that you want to be doing when you've got an idea burning you up.
To that end, we have a tuning interface, a preferences system, and an in-game console, all driven through Lua. You can manipulate the world through the console, or write your own script files to run your game functionality. Lua sits as a thin layer on top of Angel, so whether you build your game mostly in script or in code is up to you!
This is more than just being BSD-licensed. Angel is designed as a framework that you build into, not just a standalone library that sits alongside your work. It's extensible, and meant to be extended. Create your own Actor types, tweak the order in which the simulation loop runs updates, increase the update interval of the physics engine — whatever you need to do. Eventually Angel becomes your game.