Downloads

SDK packages, development tools, and resources for building games with HGE.

HGE Downloads

SDK Packages

The HGE SDK includes everything you need to start building games: header files, libraries, documentation, and sample projects.

Package Information

The packages described below represent the typical HGE SDK distribution. These include core engine libraries, helper classes, and development tools.

Core SDK Components

The standard HGE distribution includes:

  • Header files — C++ headers for the HGE API
  • Library files — Static and dynamic libraries for linking
  • DLL files — Runtime libraries needed by your game
  • Documentation — API reference and guides
  • Samples — Example projects demonstrating features

Setting Up Your Environment

After obtaining the SDK:

  1. Extract the package to a convenient location
  2. Configure your IDE's include paths to point to the HGE headers
  3. Add the library path to your linker settings
  4. Copy DLL files to your project's output directory
  5. Build and run a sample project to verify setup

See the IDE setup guide for detailed instructions for your development environment.

Historical Package Contents

The HGE SDK has been distributed in various forms over the years. Common package names and their typical contents:

hge.zip

The main SDK archive typically contains:

  • include/ — Header files (hge.h, hgesprite.h, etc.)
  • lib/ — Static libraries for linking
  • bin/ — Pre-built DLLs and tools
  • tutorials/ — Step-by-step example projects
  • doc/ — HTML documentation

hge_tut06.zip

Tutorial 06 package demonstrating:

  • Particle system usage
  • Loading and playing particle effects
  • Interactive particle editor workflow
  • Complete buildable project

See Tutorial 06 documentation for the full walkthrough.

hge_tut08.zip

Tutorial 08 package covering:

  • Animation and sprite sheet handling
  • Frame timing and playback control
  • State-based animation systems

blackcat.zip

A sample game project demonstrating:

  • Complete game structure
  • Menu and gameplay state management
  • Score tracking and game flow
  • Resource organization patterns

Development Tools

HGE includes several tools for content creation:

Particle Editor

Create and tune particle effects visually. The editor allows real-time adjustment of:

  • Emission parameters (rate, lifetime, speed)
  • Visual properties (color, size, alpha over time)
  • Movement patterns (direction, gravity, spin)
  • Blending modes and textures

Export particle definitions as files that can be loaded directly in your game.

Particle Editor Documentation →

Texture Assembler

Combine multiple images into texture atlases for better rendering performance. Features:

  • Automatic packing of source images
  • Output of coordinates for sprite definitions
  • Support for various image formats

Texture Assembler Documentation →

System Requirements

RequirementDetails
Operating SystemWindows (XP and later)
GraphicsDirectX 8.0 compatible graphics card
DevelopmentC++ compiler (Visual Studio recommended)
DirectX SDKRequired for building from source

For development, you'll need a C++ compiler and basic familiarity with Windows development. Visual Studio is the most commonly used IDE with HGE, though other compilers can work with appropriate configuration.

For DirectX development resources, Microsoft's DirectX documentation provides comprehensive reference material.

Building from Source

If you're building HGE from source code rather than using pre-built libraries:

  1. Ensure you have the DirectX SDK installed
  2. Open the provided solution/project files in your IDE
  3. Configure paths to the DirectX SDK
  4. Build the desired configuration (Debug/Release)

The resulting libraries can then be used in your game projects.

Verification

After setup, verify everything works by building and running a sample:

#include <hge.h>

int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
    HGE *hge = hgeCreate(HGE_VERSION);
    
    hge->System_SetState(HGE_WINDOWED, true);
    hge->System_SetState(HGE_SCREENWIDTH, 640);
    hge->System_SetState(HGE_SCREENHEIGHT, 480);
    hge->System_SetState(HGE_TITLE, "HGE Test");
    
    if (hge->System_Initiate()) {
        // Success! Engine initialized
        hge->System_Shutdown();
    }
    
    hge->Release();
    return 0;
}

If this compiles and runs (showing a brief window), your setup is complete.

Frequently Asked Questions

  • Which Visual Studio version should I use?

    HGE works with various Visual Studio versions. Newer versions may require project file conversion. Visual Studio 2019 or 2022 Community editions are free and work well.

  • Do I need the DirectX SDK?

    For using pre-built HGE libraries, you typically just need the DirectX runtime. For building HGE from source, you need the full DirectX SDK.

  • What DLLs need to ship with my game?

    Your game will need hge.dll and bass.dll (for audio) at minimum. Include these alongside your executable.

  • Can I use HGE with 64-bit projects?

    HGE was primarily developed for 32-bit Windows. Check for community builds if you need 64-bit support, or build from source with appropriate settings.

  • Where can I get help with setup issues?

    The community forum has many discussions about setup and configuration. Search for threads about your specific IDE or error messages.