Welcome to AngelCode.com. Here you'll find resources for game development and more.

The most popular visits here are to the following pages: AngelScript - a powerful and free scripting library, BMFont - a free bitmap font generator, or RefDB - a database of useful developer resources. But feel free to browse the site for more resources.

AngelCode.com is maintained by Andreas Jönsson since 2001. Please help the continued maintainance and further development of the resources here with a donation.

Latest updates

2016-06-26   AngelScript 2.31.1

Despite it being 4 months since the last release, this is not a big release. This release contains mostly bug fixes and a few minor enhancements.

I would have liked to include more, but time to work on AngelScript has been very short the last months. Rather than prolonging the release further until I had the time to implement something bigger, I decided it was time to release what I had so that everyone can take advantage of the bug fixes.

New developer references

2016-03-22   Hyper-V on Windows 10

2016-02-26   AngelScript 2.31.0

Wow, it's been 6 long months since the last release. Never before during the 13 years that I've been working on AngelScript has it been this far between two releases.

Naturally, with such a long period, the number of changes that have been made are also larger than anytime before. As this is a major release, there is also interface breaking changes. Not to worry though the changes are for the better, and I'm certain that it shouldn't take much work for users to upgrade to the new version.

The most significant change to the interface is that the asIObjectType has been removed. Instead the new asITypeInfo has been introduced. asITypeInfo has all the methods that asIObjectType had before to inspect object types, and it also has new methods to inspect enums, typedefs, and funcdefs. With this change I've unified the way that type information can be handled by the application, which I hope should be welcome change.

Of course, some methods on the other interfaces, e.g. asIScriptEngine, asIScriptContext, asIScriptModule, etc, have been changed to reflect the move from asIObjectType to asITypeInfo, but developers ought to feel right at home with the changes.

These changes to the application interface has also triggered a rather extensive refactoring of the code within the library, so that was another reason for the long period since the last release.

Some other enhancements that also made it in to this release are:

I never intended to make AngelScript a stand-alone scripting language, but I've been adding some functionality to the asrun sample every once in a while, and it is has now reached a stage where it can actually be used to script some tasks that I would normally use other script languages for. For example, I now use asrun to prepare the SDK package for the release. It actually feels quite cool to see this work out so well despite it not being the intended use for the library.

New developer references

2015-10-07   Bootstrap
2015-10-02   Physically based rendering
2015-09-29   One Weird Trick to Write Better Code
2015-09-02   Shadertoy

2015-08-30   AngelScript 2.30.2

With this version I've spent most of the time on optimizations. Specifically the time for loading pre-compiled byte code has improved significantly for applications that exposes a large interface to the scripts. There are some run-time optimizations too, but those are probably only noticeable in very specific cases.

Besides the optimizations I've implemented support for anonymous functions, a.k.a. lambdas, in the script language. The anonymous functions are so far just global functions declared locally in the expression that needs them, but I'll continue to expand on the usefulness of them for future releases.

New developer references

2015-07-15   15 Metrics All Game Developers Should Know by Heart

2015-07-03   AngelScript 2.30.1

In this new version I had the fortune to get my hands on a MIPS Creator CI20 board, thanks to Alexandru Voica from Imagination Technologies, so I spent some time on adding support for native calling conventions for MIPS processors on Linux and Android.

Adding support for the native calling conventions on Linux was easy enough, since I had already done similar work with ARM, and AngelScript already had support for MIPS on PSP. The ABI used by Linux (MIPS O32) is different than what is used by PSP (MIPS N32) so I still had to do a fair bit of reverse engineering of the ABI by reading assembler code and figure out how values are passed in and out of functions, but the original implementation by Manu Evans for PSP back in 2006 still helped a lot.

The Android support took more time. Not because of the ABI itself, which turned out to be identical to Linux, but because I had never worked with Android myself before. But, I decided it was time to sit down and learn the tools, so I went ahead and installed Android Studio, and Android NDK. It took some time to figure out how it works, but I managed to get the regression test suite to compile and upload it to the CI20. I didn't manage to figure out how to debug the native code on Android, but luckily I didn't have to as the ABI worked perfectly so it was mostly a matter of figuring out how to setup the configurations in as_config.h.

It's been fun learning about Android. I'm still a newbie in this world, but perhaps sometime in the future I'll start writing apps for Android too.

Of course, support for native calling conventions on MIPS is not the only improvement with this version. I've made some optimizations, especially scripts that do a lot of array access operations should hopefully notice a boost in performance. Loading pre-compiled byte-code should also be a lot faster, especially on mobile devices that don't have so much raw computing power.

dkrusu contributed a small language enhancement: for-loops can now have multiple increment expressions separated by commas.

Other than that, there is the usual load of bug fixes and minor improvements throughout. Refer to the changelist for the details.