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AngelScript is now on github

Started by WitchLord Aug 12, 2025 at 5:19 PM 10 replies 4.3k views
Original Post
WitchLord
WitchLord

At popular demand I've finally taken the time to move the repository over to github. You'll now find the official repository here:

https://github.com/anjo76/angelscript

I've yet to add some details, like the README, and update my site to point to the new repository, but the move is done with complete commit history.

I'm completely new to github so I'd gladly take advice on how to best utilize it.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - <a href="http://www.angelcode.com/tower" rel
MineBill
MineBill

Amazing! Besides setting up some github actions to make sure the library doesn't fail to compile, i can't think of anything else to “utilize”.

You, however, might want to consider disabling the builtin issue tracker and/or the pull requests feature if you don't plan on using them, to prevent notification spam, and redirect people here on the README.

WitchLord
WitchLord

Thanks. Yes, I definitely plan to set up some actions to do automated testing especially on platforms I don't normally work on. That was one of the main features that made decide to do the switch to github.

I leave the issue tracker and pull request feature open for now. Perhaps they will actually make my life easier. ☺️

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - <a href="http://www.angelcode.com/tower" rel
Asu
Asu

Also FWIW using Docker in github CI it's probably fairly straightforward to run linux containers for other architectures like aarch64 and so on by installing the right qemu package (it's, uh, not going to break any speed records, though). I'll be investigating this for my JIT compiler but I am poking at other things before I start caring about platform support.

HenryAWE
HenryAWE

GitHub provides GitHub Actions for CI. Adding a script to build and run tests on every commit can help you discover bugs as early as possible. I've been using it when developing my AS binding generator (asbind20). For example, when you're developing on MSVC, the CI can help you check whether the code can be compiled & run on Linux.

Currently, the asbind20 has set up CI for following platforms: x64/x86 Windows, x64 & arm64 Linux, Emscripten (also known as WASM). Maybe I can help with writing CI scripts for those platform?

None
WitchLord
WitchLord

Thanks for the offer. I'll reach out to you if I need it when I start looking into this.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - <a href="http://www.angelcode.com/tower" rel
Asu
Asu

I started looking into GitHub CI myself today to investigate automated testing for my JIT compiler, some observations that may prove relevant to you:

  • Soon there will no longer be macOS x86-64 image support (at least in the free tier).
  • … However, you can actually simply just target x86-64 with the aarch64 images, and the resulting executables will run transparently. For CMake, this can just be achieved using: -DCMAKE_OSX_ARCHITECTURES=x86_64
  • I would not bother with 32-bit x86. Apple really wants people to give up on the idea, and Rosetta (their x86-64 to aarch64 translation layer) could never run 32-bit x86 to start with, so it's a dead-end for GH CI.
  • The macos-15 runner successfully reproduces the x86-64 build failure issue described here (provided that you compile for x86-64 as mentioned above): https://www.gamedev.net/forums/topic/717863-build-failure-on-x86-macos/
  • I said above that you could use Docker containers and qemu to emulate non-x86 platforms. I have not investigated that part yet, but you don't need to do this for aarch64 since there are such images for Linux (e.g. ubuntu-22.04-arm, as part of “partner” images, and it works fine in my experience), macOS (basically all images are aarch64-only now) and Windows (in “public preview” but I haven't tried it).
  • EDIT: also the 2000 monthly minutes are kinda generous, but you can still kind of burn through them if you iteratively test a lot and keep macOS configurations on, as they account for 10x the minutes. So while iteratively poking at CI, I would temporarily comment out platforms that you're not actively checking.
HenryAWE
HenryAWE

Asu said:

  • EDIT: also the 2000 monthly minutes are kinda generous, but you can still kind of burn through them if you iteratively test a lot and keep macOS configurations on, as they account for 10x the minutes. So while iteratively poking at CI, I would temporarily comment out platforms that you're not actively checking.

GitHub Actions is free for open-source project according to its document. I use matrix for combination of different compiler versions / C++ standards / platforms in my AS binding generator, and the settings/billing page of my GH account still reports $0 for billable usage.

Screenshot of  usage
None
Asu
Asu

HenryAWE said:

GitHub Actions is free for open-source project according to its document. I use matrix for combination of different compiler versions / C++ standards / platforms in my AS binding generator, and the settings/billing page of my GH account still reports $0 for billable usage.

Oh! Seems like you're right, I've had that misconception for a while.

WitchLord
WitchLord

Thanks for the information, Asu. I already set up the first auto test for Linux. I was planning on doing the Mac OS next so the info came just in time.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - <a href="http://www.angelcode.com/tower" rel

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