Problems Installing HGE?
  • Czar05Czar05 December 2011
    Yesterday, I tried installing HGE to my compiler. I downloaded it from their website and I extracted to my visual studios file. The problem is I don't know if it is fully functionally right now. The first thing on their directions says to go to tools, options and then Directories. The problem here is that I have VisualC++ 2010 and it says "option is deprecated". When I go to win32 project and make a file, it takes me to a source file that is full of code, probably HGE'S. Am I suppose to edit this code to make my game, or I am always suppose to have a fresh sheet to code my game. If you don't understand what I'm saying, give me step by step instructions on how to install HGE to my compiler (Visual C++ 2010).


    Does HGE require DirectX 8.0. Is DirectX 8.0 free?
  • kvakvskvakvs December 2011
    In 2010 they moved directories settings to project options window, respectively library include dirs to C++, library link dirs to Linker.

    You can also try and download my HGE repack at https://github.com/kvakvs/hge but it has slightly different way of configuration. Discussion here http://relishgames.com/forum/index.php?p=/discussion/6235
  • Czar05Czar05 December 2011
    I am lost with the HGE repack. Every time I ran the cmake.exe, it seems it can't run. I am inexperienced when it comes to installing a game engine. I can't seem to understand the directions on the first link. when is says i have to edit the cmake.list and tell it where my direct x software is. The thing is I don't know where that is. I have read that DirectX is installed on the operating system, I have a windows xp.

    The HGE file is in my visual studios file, already extracted. Does that mean the engine works? I have tried going to win32 to start my project, but I am getting random code. Is the code suppose to be an outline for me, is there suppose to be random code at all? I am really confused.
  • kvakvskvakvs December 2011
    HGE repack builds from source it requires DirectX SDK to be installed, its mentioned in README. Go get the SDK on microsoft website (Google for "direct x sdk summer 2004 - this is for directx8 build, or some newer 2007-2009 SDK for directx9 build), install it, and in CMakeLists.txt edit the path to DirectX where you have installed it, also there in CMakeLists.txt you get to choose version 8 or 9 build, by default its 9.

    SDK (Software Development Kit) is bunch of source files, headers and libraries so that you can start working on your DirectX Game, its not related to DirectX drivers which every Windows PC has.

    Original HGE does not require DirectX SDK because it ships precompiled. Until that day when you decide to meddle with HGE sources and recompile it, on that same day you will have to download and install DirectX SDK.

    Czar05 said:

    The HGE file is in my visual studios file, already extracted. Does that mean the engine works? I have tried going to win32 to start my project, but I am getting random code. Is the code suppose to be an outline for me, is there suppose to be random code at all? I am really confused.


    The repacked HGE does not start, its a library. But you can build the whole solution and then try examples in the examples directory (it builds to bin/ subdirectory of your HGE directory, or have a look in examples/precompiled).

    Also you can look at my own example game, its a super-mario-like platformer with 1 level and lots of comments in code, builds using the HGE repack.
    https://github.com/kvakvs/hge_skel
  • Czar05Czar05 December 2011
    Do I need an account at https://github.com/kvakvs/hge to edit the Cmakelist or is there another way. Will "propose file change" alter my version or yours. I don't want to mess any thing up due to the fact that I have not used the site before.
  • kvakvskvakvs December 2011
    No its anonymous public repository. You need to use "git clone" (hard way) or download zip/tar.gz archive (easy way) and edit it on your PC. Use instructions inside archive, and info I have given in the forum post.
  • Czar05Czar05 December 2011
    I don't understand step 3

    Project directory will be created in HGE181/.build-%YOUR_IDE_VERSION% (for example
    HGE181/.build-msvs10), open project file (solution file) inside with your IDE and
    press "BUILD" in your IDE.

    I have checked the HGE181 file, the one I extracted and placed in my visual studio, but I can't seem to find the project directory, where can I find it?
  • kvakvskvakvs December 2011
    Step 3. You run Cmake*.bat it will run CMake for your version of Visual Studio.
    It will generate solution and projects for HGE in .build-msvs2010 and there you can open solution and build with Visual Studio.

    Then you get to choose if you want static linking with hge-static.lib or dynamic with hge.lib/hge.dll (same as original HGE distribution). It builds both versions and puts files to linklib/ and to bin/ folders.
  • Czar05Czar05 December 2011
    and by "build" do you mean I should press build in my compiler? or should I debug, yesterday I accidentally removed some files under the solution explorer because I had the idea that I only needed the ALL_Build file. Do I need those files to build or should I just ignore them?

    Where do I choose the static linking with hge static or dynamic with hge.lib/hge.dll ?
    Is this option in my compiler?
  • kvakvskvakvs December 2011
    everything inside .build-* folder is easy to recreate. Just delete .build-msvc10 and run the cmake-msvs10.bat again. No problem.

    Then open the solution on your PC, press BUILD, once in Debug and once in Release mode (its switchable in top toolbar), then use libraries which it produces for your game. It produces static lib OR hge.lib and hge.dll, which you can use like you would use original ones.
  • Czar05Czar05 December 2011
    So I have all 21 projects under solutions. The problem is when I debug and release the compiler is showing me under build that I have

    2 succeeded, 16 failed, 3 up-to-date, 0 skipped

    Does this mean something didn't work? Can you also explain step 4 and 5. I also still don't understand how I pick the library (static or dynamic)

    Explain to me how I can check if the engine is functioning. I usually create a .cpp and write a header called #include , is this the correct way?
  • kvakvskvakvs December 2011
    When you have all 18 succeeded (3 with names in caps are not important), or at least HGE project succeeded, you can close this solution, and create new solution for your game, add 1 CPP file there, take code from any example, link it with HGE.lib.
  • Czar05Czar05 December 2011
    So should I just keep trying until I have 18 succeeded and by linking do you mean I should place HGE.lib in a header file or by something else.
  • kvakvskvakvs December 2011
    You should fix errors that appear in build log until you at least have HGE project succeeded.
    Then take hge.lib and hge.dll to your project and build your own game with it.
    You can achieve same effect if you download original HGE and use lib and dll from there.
  • Czar05Czar05 December 2011
    How do I fix the errors?

    How do I take hge.lib and hge.dll to my project?

    How do I know the HGE project has succeeded?
  • kvakvskvakvs December 2011
    Which errors? Copy first one from the build log here?
    Copy files which were created by build process to your game and add them to linker input.
    Read build log?

    Would you spend few hours and read some visual C++ programming book maybe?
    Type this in google search box:
    programming c++ visual studio 2010
  • Czar05Czar05 December 2011
    Thanks for all your help. It finally works. I managed to figure out how to place the hge.lib in the linker input and placed all the necessary headers and libraries in my VC file. When I place hge.h as a header,for example, I'm not getting any errors. Thanks again for all your help.

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