HGE Documentation
Complete API reference, tutorials, and guides for building games with HGE.
Quick Start Guide
- Get the SDK — Download from downloads
- Set up your IDE — Follow the setup guide
- Create a project — Use the template from package contents
- Learn the API — Study the reference sections below
- Build something — Start simple, iterate, and learn
Learning C++ and game development can seem daunting, but breaking it into small steps makes progress manageable. For foundational C++ knowledge, resources like isocpp.org provide excellent learning materials and references.
Getting Started
Package Contents
What's included in the HGE SDK and how files are organized.
Upgrade Guide
Migrating from older HGE versions to newer releases.
IDE Setup
Configure Visual Studio, Dev-C++, or other IDEs for HGE development.
Tutorials
Step-by-step guides that build progressively:
Core API Reference
System Functions
The HGE system functions control the engine lifecycle and configuration:
System_Initiate
Initialize the HGE engine and create the application window.
System_Start
Start the main game loop, calling frame and render callbacks.
System_Shutdown
Clean up engine resources and close the window.
Graphics Functions
Audio Functions
Resource Functions
Helper Classes
hgeSprite
The sprite class handles texture regions and rendering:
hgeSprite Overview
Main sprite class for rendering textured quads.
SetHotSpot
Set the sprite's rotation and positioning center point.
SetZ
Set the sprite's Z-order for layered rendering.
hgeFont
Bitmap font rendering:
Constants and Enums
Blend Modes
Constants for sprite and graphics blending operations.
System States
Configuration constants for System_SetState and System_GetState.
Tools Documentation
Resource Manager
Script-based resource loading and management.
Texture Assembler
Create texture atlases from multiple source images.
Particle Editor
Visual editor for creating particle effects.
More Resources
- Demo Projects — Working examples showing engine features
- Testimonials — Community experiences with HGE
- Forum — Community discussions and support
Frequently Asked Questions
-
Where should I start if I'm new to HGE?
Begin with the Package Contents page to understand what you're working with, then follow the IDE Setup guide. After that, study the basic application structure from Tutorial 06.
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How do I render a sprite?
Load a texture, create an hgeSprite with the texture and coordinates, then call the sprite's Render() method in your render function. See hgeSprite documentation.
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How do I handle keyboard input?
Use
hge->Input_GetKeyState(keycode)in your frame function to check if a key is pressed. Key codes like HGEK_UP, HGEK_SPACE, etc. are defined in hge.h. -
What's the difference between System_Initiate and System_Start?
System_Initiate sets up the engine and creates the window. System_Start begins the main loop, which repeatedly calls your frame and render functions until you signal exit.