Haaf's Game Engine(HGE for short) is a Open Source 2D Game Engine, although by certain forum users described as a rendering engine, however it can be easily expanded with physics, network libraries and more if those are needed for your games.

This engine is published under the The zlib/libpng license and is free to use even in commercial applications, however it makes use of the BASS audio library for sound, which is free for non-commercial but for commercial use you will need to purchase BASS or use a different audio library(BASS can be simply disabled).

HGE has been around for quite some time and has been found to be very stable.

Key features:

  • Strict concentration on subject "2D games"
    Task oriented design. Nothing redundant and lots of higher level features.
  • Simple interface and extreme easiness
    You don't have to know anything about system programming and don't need any additional libraries. Classes and headers that make sense. Very easy to set up and use.
  • Technical advanceness
    HGE is built upon modern Direct3D API what allows lots of special effects and great performance. Alpha blending, color tinting, geometry transformations etc. without performance hit at all!
  • Complete and clear documentation
    All the features thoroughly grouped and described, lots of general game development hints provided.
  • HGE just feels right!
    HGE is highly consistent. Every minor feature is carefully planned and interconnected with others.

For more features click here.

A linux port has been made that is available here: Icculus.org

The HGE Supporters group are not the original creators of HGE, however since there isn't much activity from the original creators, the HGE Supporters group will be upkeeping this engine profile instead, all credits goes to the original HGE Development team for this great engine.

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Blog RSS Feed Report abuse Latest News: [UPDATE 1.3] - Visual updates and GUI!

About 2DLandz with 0 comments by Zolerion on Sep 1st, 2014

Hello guys!

If you don't want to read the long version of this update, just scroll down to "changelog" where we will list every new change/add or fix from now on.

This update contains a compilation of neat features, GUI and visual updates, we will also talk about the future of 2DLandz!

Here is a gif that contains pretty much all the features and changes:

(Hey, the slimes are new!)

Visual updates

Scrolling Territory Name

Every time you enter a new territory, the name of the territory is displayed briefly, like shown in the gif. If you decide to create a new level, you can set this name to anything you want. This also works for bosses!<

Projectile feedback

Everytime a projectile "dies" it will do something related to that projectile, for example, if it's a missile, EXPLOSION! and camera shake. But we can pretty much change these values to anything we want which opens up a new level of visual feedback for 2DLandz!

Updated particle engine

So I've been working on our particle engine a little bit, earlier in the build the particles hadno velocity, only one direction and a speed. This limited our variations of particles, for instance:We could not create particles based on gravity, but because of this change, that is now possible!

Our particle engine now also supports animations, as you can see with our explosions from the projectiles above. This opens up a lot of routes for visuals in 2DLandz!

New featuers and content


So what are these crystals? They are the currency of 2DLandz, you use these crystals to buy weapons, upgrade your suit, buy ammo, upgrade weapons and so on. Crystals either drops from units (uncommon), or you can find crystal structures and destroy them for crystals.


We've also made a shield for all units that are playable! When making the shields, I used a lot of references from Borderlands. The shield only contains two properties, HP and a recharge time.

When being attacked the shield is deactivated from recharging for a period of time, when no damage has been taken after this short time, the shield will begin recharge from his current HP, pretty much like in Borderlands.


So this is new, we have added a whole new look for our GUI:

 Next to our player is the current ammo for the weapon in use, when this depletes, no more firing...Ammo can either be dropped by enemies or bought at the homebase before venturing out in a new territory!

In the top-left we have both the Players main unit stats and his hired units stats. The main unit is more in focus, and the portrait is thus twice as big as others.

We are trying to keep the GUI as small as possible just for the sake of a nice feel for gameplay. I've also optimized the game a little bit, but that is nothing that can be showed, really.

The future

In a week from now on we will have a closed testing area for 2DLandz where chosen players cantest the game and try it out. Mostly for our own sake, we need to test the controls scheme andcore mechanics. After this time we will continue with the production of 2DLandz as usual!


 - Changed camera smoothness to be a lot more harder
 - Removed shakey camera when firing a projectile
 - Added a new unit, slime! - Added a new AI-type
 - Added a shield for units - Added new GUI
 - Update the particle engine
 - Added visual feedback on projectiles
 - Added animation support on the particle engine
 - Added Crystal Shards
Basically the currency of 2DLandz
 - Added effects when a unit dies (tweaking) - Changed projectile-graphics

That is pretty much all, thank you guys for tuning in!  - Zolerion / Luksa17


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Post comment Comments
Protektor Oct 10 2011, 6:08am says:

You guys might want to know that HGE has been ported to Linux. So any HGE game can now be compiled to also run on Linux.


Now there is no reason for game developers using HGE to not support Linux, not to mention sell a few more games to the Linux users.

+3 votes     reply to comment
rajkonkret Oct 22 2010, 12:22pm says:

HGE is a good engine. easy to do own game.I too making game with HGE engine. My skill of programming its not much but with HGE i can focus to important things not to fight with system;)

+2 votes     reply to comment
zpendam Jan 30 2010, 8:33pm says:


+2 votes     reply to comment
DuckSauce Jun 22 2010, 12:20pm replied:

late reply: Yep, including commercial use, the sound library it uses(Bass) was/is not free for commercial use though, but it can be disabled and replaced with your own/another sound library.

+2 votes     reply to comment
(UE)Pfc.Foley Jun 20 2009, 10:10am says:

I learned how to make a main menu with Game Maker 4, but those were hard to set up, this is easy, much less programing required :)

+3 votes     reply to comment
Neurological Jun 6 2009, 7:17am says:

Glad to see it posted here. A good engine, which is keep me learning some programming stuff.

+3 votes     reply to comment
FPSGamer Jun 6 2009, 6:28am says:

nice...i download it now and im sure im gonna track this engine

+3 votes     reply to comment
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Released Jan 14, 2004
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