HGE Documentation

Complete API reference, tutorials, and guides for building games with HGE.

HGE Documentation

Quick Start Guide

  1. Get the SDK — Download from downloads
  2. Set up your IDE — Follow the setup guide
  3. Create a project — Use the template from package contents
  4. Learn the API — Study the reference sections below
  5. 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

Tutorials

Step-by-step guides that build progressively:

Core API Reference

System Functions

The HGE system functions control the engine lifecycle and configuration:

Graphics Functions

Audio Functions

Resource Functions

Helper Classes

hgeSprite

The sprite class handles texture regions and rendering:

hgeFont

Bitmap font rendering:

Constants and Enums

Tools Documentation

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.

  • 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.

  • 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.