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  • Jarrod Davis: Hiya bro. I'm here. Check your PM.
    September 07, 2010, 09:07:25 PM
  • 773H: Where did you go dude?
    September 06, 2010, 04:16:07 PM
  • Jarrod Davis: Yea I know. It's unfortunate that the initials are the same. But the codebase is my own and very different than Haaf. Give it a try. If there is anything I can do to assist, let me know.
    August 08, 2010, 09:49:01 AM
  • Pallenuh: Okey, bummer with the name then. Since HGE has been around for a couple of years now.
    August 08, 2010, 08:55:38 AM
  • Jarrod Davis: NO.. it's based on original codebase that i've developed over the past 8+ years. Thanks for your inquiry.
    August 08, 2010, 08:34:28 AM
  • Pallenuh: Is Hadron game engine (HGE) the same as Haaf's game engine (HGE) ?
    August 08, 2010, 08:26:08 AM
  • paul_nicholls: No problem dude, anytime :)
    June 30, 2010, 07:54:47 AM
  • Jarrod Davis: Paul, thank you for your continued support.
    June 30, 2010, 07:33:59 AM
  • paul_nicholls: Thanks Jarrod :)
    June 30, 2010, 02:20:44 AM
  • Jarrod Davis: Welcome to Hadron Games
    June 29, 2010, 12:21:02 AM

Hadron Game Engine



OVERVIEW
Hadron Game Engine™ (HGE) an advanced 2D game engine for PC's running Microsoft Windows® and uses Direct3D® for hardware accelerated rendering. It's robust, designed for easy use and suitable for making all types of 2D games and other graphic simulations.

HGE has support for use from multiple programming languages and you access the features from a simple and intuitive procedural API to allow you to rapidly and efficiently develop your graphics simulations. There is support for surfaces, textures, sprites, audio, streams, archives, configuration files, render targets, swap chains, databases and much more.

HGE comes standard with language bindings for Pascal (Delphi, Lazarus/FreePascal) and standard C++. For Pascal, simply add HGE.pas to the project uses section and for C++ add HGE.h and HGE.cpp to you project. The bindings will dynamically load and bind to the exported routines from the HGE.dll.

There is also a thin object oriented layer (optimized for each supported language binding) for fast and efficient object management. Features include Actors, Actor Lists, Actor Scene, AI, Entities and Game Management. You can create an actor, drop it on a list it will be updated and rendered automatically for example. There is enough to provide a foundation to build your own higher level object management system from this.

MEDIA
Screens
 
 
 
 
 
 
Movies
AstroBlaster Demo
FEATURES
  • Procedural based using the STDCALL calling convention making it easier to be used from different programming languages.
  • A thin Object Oriented framework for efficient object  management.
  • Language bindings for Delphi/Lazarus and standard C++ by default.
  • Uses Direct3D 9 for 2D hardware rendering.
  • Uses 32bit surfaces and textures.
  • Free scaling, rotation, alpha blending and other special effects.
  • Windowed and full screen modes.
  • Frame based timing support.
  • Low-level INI file and high-level configuration file support.
  • XML file support.
  • Unified Streaming system (memory, file, EXE resources, zip archive).
  • Can render to default application window or to a specified window handle.
  • Advanced render target and swap chain support.
  • Scalable textured fonts (includes a Unicode font editor tool).
  • Graphic primitives (lines, circles, rects, points).
  • Advanced polygon rendering (scale, rotate, control line segment visibility).
  • Support for rendering large images (640x480, 800x600, 1024x768 for example).
  • Advanced sprite management.
  • PolyPoint™ collision system for fast precise collision detection.
  • Mouse and keyboard input management.
  • Unified audio system with support for WAV | MP3 | MID | OGG | MOD | IT | S3M | XM music formats.
  • Comprehensive math routines (vectors, angles, line intersection, clipping).
  • Log file support.
  • SQL database support (MySQL local & remote | SQLite local only).
  • High-level support for Actors, Entities and AI.
  • Low-level system and common routines (dynamic DLL management, directory, EXE modification).
  • CHM and HTML file support.
  • Networking (reliable UDP) with support for object persistence.
  • Light-weight embeddable script compiler (generates x86 code) supporting Pascal, Basic and JavaScript syntax.
  • Support for embedding DLLs inside your EXE.
  • Support for textured light mapping.

MINIMUM SYSTEM REQUIREMENTS
  • Delphi 5 or higher, or any standard compliant C++ compiler
  • Microsoft Windows XP, Vista, 7
  • DirectX 9 Summer 2003 Run-time
  • Direct3D compliant 3D video card that can do 3D in a window (minimum recommend card INVIDIA FX5200)
  • DirectSound compliant audio card (optional

INSTALLATION
  • Unzip the archive to a desired location.
  • Add {installdir\bin} to your windows search path so the HGE DLL can be found or place them in same location as your project.
  • If using Delphi/Lazarus, add {installdir\bindings\pascal}  to your compiler include/source path so the SDK source files can be found.
  • If using C++, add {installdir\bindings\cpp} to your compiler include and source path so the SDK source files can be found.
  • If using Delphi/Lazarus, reference the SDK via the HGE unit file.
  • if using C++, refernce the SDK by adding HGE.h and HGE.cpp to your project.
  • See examples and documentation for more information on using Hadron Game Engine™.

DEPLOYMENT
In addition to your own project files, you will need to include HGE.dll in your distro.

PURCHASE
Our standard practice is providing affordable high quality development solutions. You can use HGE free of charge in any of your freeware projects. If you use HGE in any way to make money then you need to purchase a HGE Registered Developer License. Contact us for more information about pricing and availability.

SUPPORT
We provide support via the following:
  • Blogs
  • Forums
  • Email
  • Support Tickets
  • Priority support and other incentives for Registered Developers

ROADMAP
  • Continue enhancing documentation and examples.
  • Add more language bindings.
  • Add a physics system.
  • Add a developer IDE that integrates and expands the feature set.
  • Add cross-platform support.


If you have questions and/or concerns feel free to contact us for more information about pricing and availability.