Archived

This topic is now archived and is closed to further replies.

haaf

hardware accelerated 2D games engine

Recommended Posts

Hi! I''ve written a lib, may be it will be useful for some people Here''s the short description: HGE is a simple yet powerful hardware accelerated 2D games engine. HGE features system layer: hardware accelerated 2D graphics, sound and music playback, user input, resources management, timing functions, initialization and log files access. Plus a set of helper classes: Sprites, Animations, Fonts, Particle Systems, GUI, Vectors, Colors, Bounding Boxes and collision detection. Advanced 2D Particle Systems Editor included. HGE will run even on low-end video cards, including built in video cards such as Intel Solano (i815 chipset). HGE is free for non-commercial use. The lib homepage: http://hge.relishgames.com I need your feedback, please

Share this post


Link to post
Share on other sites

Hi!
(Sorry, i''ve posted the first message to the wrong
forum, but I guess I better continue this topic now)

I''ve released HGE 1.2.

The new release includes support for Visual C++ (6.0 and .NET), Intel C++, Borland C++, Borland C++ Builder and MinGW32 compilers. The new features are: clipping rectangles, mouse wheel tracking, sprite flipping and font scaling. Also, precompiled examples now included.

Visit: http://hge.relishgames.com

Please, send your feedback.

Share this post


Link to post
Share on other sites
Hey !!!

This is a great lib for 2d!!.

I have some questions about this lib :

.- In which language was developed
.- How many years do you have programming ?
.- This lib was developed with DirectX 9 SDK ?
.- Do you have planned release some kind of source code ?
.- How do you learned graphics programming ? books?
.- This lib was programmed by you ? or a group of people.

Thaks

Just in case : brunogmd@hotmail.com

Share this post


Link to post
Share on other sites

.- In which language was developed

HGE was written with Visual C++

.- How many years do you have programming ?

Dunno exactly I had a break in my coding experience

.- This lib was developed with DirectX 9 SDK ?

No, HGE was developed with DX8 SDK to lower
the system requirements. A lot of users still
don''t have DX9 installed.

.- Do you have planned release some kind of source code ?

HGE includes some tutorials right now.
I also plan to include some sample games
with full source code in the next release.

.- How do you learned graphics programming ? books?

I guess the most relevant knowledge source is a web sites
like GameDev. They have lots of tutorials, source code and good people wandering around

.- This lib was programmed by you ? or a group of people.

Mainly by me, but some people surely helped me.

Share this post


Link to post
Share on other sites
quote:
Original post by Yosepp
hmm, hardware accelerated: 6 fps on 1,2 gHz AMD 128MB ATI RADEON 9200SE DirectX 9.0. Very strange!

[edited by - Yosepp on February 9, 2004 12:53:52 PM]


Yeah, this is strange for sure
The engine runs fine on a lot of video cards it was tested with.
And what code produces these 6 fps?
What OS are you running?
Have you any ideas what is the problem?

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
windowed mode fps is nothing. coz that is not real fps.
coz no matter how high your fps in wnidowed mode,the real update per second is based on ur monitor refresh rate.
somebody tell me how many fps in fullscreen using this engine?

Share this post


Link to post
Share on other sites
The FPS may vary in a very broad range depending on your video card and the scene you''re rendering. With a middle class GF2MX I get FPS from 40 to 800 depending on what and how I am rendering.

HGE does it''s rendering with all the recommended optimizations and you shouldn''t encounter any problems with FPS in a real project.

The bottleneck is just video card''s texture bandwidth,
so if you use small textures - FPS is virtually unlimited

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
what i have done is doing everything in system ram, then lock the backbuffer and using assembly code to blit from system ram to back buffer, then flip().
but i found that the fps lock to monitor refresh rate.
if i blit primary surface directly without waiting vertical retrace, i can go higher fps than monitor refresh. but just sometime will see some shearing effect.

how to use 2d hardware accel. to blit in directx? putting everything in vram? and use 2d hardware accel. can go beyond monitor refresh rate???
thanks

Share this post


Link to post
Share on other sites
quote:
Original post by oliii
That looks sweet I'm gonna give it a try.

do you have a game or demo to showcase? Can we submit to you demos and little games using your stuff?


Some demo- and some commercial games are in development now.

Sure, please submit your stuff! Let's share our projects with each other, this will benefit us all.

Within a week the projects page will appear on the site specially for submitting yours and viewing other's stuff )

[edited by - haaf on February 10, 2004 5:14:31 AM]

Share this post


Link to post
Share on other sites
quote:
Original post by Anonymous Poster
what i have done is doing everything in system ram, then lock the backbuffer and using assembly code to blit from system ram to back buffer, then flip().
but i found that the fps lock to monitor refresh rate.
if i blit primary surface directly without waiting vertical retrace, i can go higher fps than monitor refresh. but just sometime will see some shearing effect.

how to use 2d hardware accel. to blit in directx? putting everything in vram? and use 2d hardware accel. can go beyond monitor refresh rate???
thanks



HGE doesn''t use traditional 2D blitting, it renders textured polygons... So I''m not the person who can help

The refresh rate synchronization is turned on/off
in the D3DPRESENT_PARAMETERS structure used with
CreateDevice call (DX8 SDK).

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
thanks. i got what you mean

currently i am developing a pure 16 bit software graphic engine without using any 3D and hardware accel. features.
because most of my games are RTS games, like StarCraft. 30fps is enough I think.

Share this post


Link to post
Share on other sites
quote:
Original post by haaf
quote:
Original post by Yosepp
hmm, hardware accelerated: 6 fps on 1,2 gHz AMD 128MB ATI RADEON 9200SE DirectX 9.0. Very strange!

[edited by - Yosepp on February 9, 2004 12:53:52 PM]


Yeah, this is strange for sure
The engine runs fine on a lot of video cards it was tested with.
And what code produces these 6 fps?
What OS are you running?
Have you any ideas what is the problem?



OK, solved it! I had set the Direct3D quality in display settings to maximum. Now i get about 250 fps. I encourage people to try it!

Share this post


Link to post
Share on other sites
I would, if I could use rotated sprites

I want to spice up this demo, with as little effort as I can. So, I need, stretchable sprites, and rotated sprites. Stretched sprites, you already do them, but not rotated sprites

Share this post


Link to post
Share on other sites
quote:
Original post by oliii
I would, if I could use rotated sprites

I want to spice up this demo, with as little effort as I can. So, I need, stretchable sprites, and rotated sprites. Stretched sprites, you already do them, but not rotated sprites


Use hgeSprite::RenderEx function to render rotated sprites

Share this post


Link to post
Share on other sites
HGE 1.3 has been released. The new release features hgeDistortionMesh and hgeParticleManager helper classes. hgeDistortionMesh class allows you to create lenses, water, page
wraps, various twists and even real-time morphing effects. hgeParticleManager class takes care of all your particle systems and automates their management and rendering. Also GUI architecture was updated to allow highly interactive animated user interfaces. Plus there''re lots of minor improvements and features.

Visit: http://hge.relishgames.com

Share this post


Link to post
Share on other sites