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FOREWORD

This code is written using C++ according to modern C++11 standard. Please do not complain if you used ancient outdated contraptions to build this and it did not really work. Get a compiler (Visual C, GCC or Clang) and a decent IDE (i'd personally recommend Visual Studio, hey it's free! or QtCreator for Linux).

INSTALLING

This package is configured with CMakeLists.txt for use with CMake. Once ran, CMake generates project files for one of known IDE's for Windows (as well as Linux/Unix/MacOSX but this version of HGE only builds on Windows).

  1. Run cmake_studioNNNN.bat (NOTE: you can create own bat file if CMake supports your IDE).
  2. Project directory will be created in _build, open project file (.SLN solution file) with your IDE and click "BUILD" in your IDE.
  3. Resulting library HGE.DLL and HGE.LIB will be placed in bin directory, all intermediate libraries will be placed in /linklib. There is also HGE-STATIC library which doesn't require DLL to run, it can be found in linklib.
  4. All temporary build files will stay inside _build/. To clean intermediate files one should delete linklib, bin and _build

IMPORTANT

  1. If you are going to change any build options, please keep in mind, that this is CMake generated project, editing anything inside _build folder will be overwritten next time, when you compile HGE project. If you need to add any compiler options, please edit main or each CMakeLists.txt in HGE181 and src/* folders (depending how big your changes are).
  2. if you link against HGE library, you only need to mention HGE.LIB in project settings, and have HGE2.DLL in your program folder. HGEHELPERS is not needed (its linked internally).
  3. if you link against HGE-STATIC flavour of library, you don't need HGE2.DLL anymore, all functionality will be included in your application. You need to mention HGEHELPERS, ZLIB and HGELIBPNG in linker settings of your project for this to work (also WINMM.lib). Consult project settings of 'hge' project regarding Linker input.

About

Haafs Game Engine (HGE) redone crossplatform and unicode, based on SDL2 and SDL_gpu. Somewhat backwards compatible, maybe. Or not.

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