I'm going ahead and releasing this since Gab is asleep and I think his work on it is pretty sufficient to get started (helper classes will likely be in another module should he decide to add them later).
First off, here's a link to their website (documentation and C++ examples can be found there): http://hge.relishgames.com/
Anyhow, this is the Haaf Game Engine in BlitzMax. No longer do you have to use Max2D (yuck), but instead you can use a robust and very easy to use 2D engine.
Instead of ramble on and on about it, I'll just list the neccessary stuff.
Haaf is licensed under the LGPL. When statically linking to LGPL'd code or libraries, you have to open source your entire project. This does not apply to dynamically linking to the code and using an import library, which is exactly what this module does. So for anyone who was at all worried about this, you're in the legal clear.
Now, the vast majority (in other words, pretty much all of it) of the code in the Glimmer.HGE module is done by Phil Ings (aka Gabriel aka Sybixsus), I do not take credit for it and I doubt he provides any warranty for it. The very most I did is fix some stuff and help him with some things.
Cower.HGEWrap, on the other hand, is code that is dependent upon the Glimmer.HGE module. Some people don't like using underscores in code.. I happen to be one of those people. Thing is, if you happen to look at HGE, you'll notice that it has a pretty liberal use of underscores. I decided to do away with that by wrapping the class in my own class (which streamlines some stuff in the process -- native BMax helper classes coming later).
These modules do not come with the libraries neccessary to compile them. I've purposefully left them out for licensing reasons and because getting the full HGE package is a very good idea, and including only what's neccessary in this would likely discourage that. So you will have to go to the HGE site (linked above) and download the full package.
Some things to note:
-There are three folders under lib: gcc, bc, and vc. You want gcc. Now, before you do anything with them, prefix 'lib' to each of their names such that you get 'libhge.a' and 'libhgehelper.a'. Now, place these in your BlitzMax/lib folder (or in your MinGW/lib folder).
-You'll probably want to copy HGE.dll and bass.dll into your system32 folder for the time being, since it may be inconvenient for you to have the DLLs in the applications execution directory.
And, last but not least, BASS is NOT free. You will need a license to use it commercially. HGE uses BASS, so if you plan on releasing a commercial product or shareware product, you will be required to license BASS. As far as I'm concerned, BASS is worth the money, so this isn't really a problem for me. But it is mentioned in the licensing details for HGE and I'm mentioning it here now just in case you miss it.
I think that's all there is to say, if I think of anything else I'll probably add it later.
So anyways, download here.
First off, here's a link to their website (documentation and C++ examples can be found there): http://hge.relishgames.com/
Anyhow, this is the Haaf Game Engine in BlitzMax. No longer do you have to use Max2D (yuck), but instead you can use a robust and very easy to use 2D engine.
Instead of ramble on and on about it, I'll just list the neccessary stuff.
Haaf is licensed under the LGPL. When statically linking to LGPL'd code or libraries, you have to open source your entire project. This does not apply to dynamically linking to the code and using an import library, which is exactly what this module does. So for anyone who was at all worried about this, you're in the legal clear.
Now, the vast majority (in other words, pretty much all of it) of the code in the Glimmer.HGE module is done by Phil Ings (aka Gabriel aka Sybixsus), I do not take credit for it and I doubt he provides any warranty for it. The very most I did is fix some stuff and help him with some things.
Cower.HGEWrap, on the other hand, is code that is dependent upon the Glimmer.HGE module. Some people don't like using underscores in code.. I happen to be one of those people. Thing is, if you happen to look at HGE, you'll notice that it has a pretty liberal use of underscores. I decided to do away with that by wrapping the class in my own class (which streamlines some stuff in the process -- native BMax helper classes coming later).
These modules do not come with the libraries neccessary to compile them. I've purposefully left them out for licensing reasons and because getting the full HGE package is a very good idea, and including only what's neccessary in this would likely discourage that. So you will have to go to the HGE site (linked above) and download the full package.
Some things to note:
-There are three folders under lib: gcc, bc, and vc. You want gcc. Now, before you do anything with them, prefix 'lib' to each of their names such that you get 'libhge.a' and 'libhgehelper.a'. Now, place these in your BlitzMax/lib folder (or in your MinGW/lib folder).
-You'll probably want to copy HGE.dll and bass.dll into your system32 folder for the time being, since it may be inconvenient for you to have the DLLs in the applications execution directory.
And, last but not least, BASS is NOT free. You will need a license to use it commercially. HGE uses BASS, so if you plan on releasing a commercial product or shareware product, you will be required to license BASS. As far as I'm concerned, BASS is worth the money, so this isn't really a problem for me. But it is mentioned in the licensing details for HGE and I'm mentioning it here now just in case you miss it.
I think that's all there is to say, if I think of anything else I'll probably add it later.
So anyways, download here.