how?

were do i go to learn to make my own graphics and sound and stuff i don't like using sfml and would like to make my own but i'm not sure what site to go to to be able to even learn how.
google opengl tutorials (for graphics). Not sure what for sound. Though you really should stick with sfml. You're not going to write anything better. Not for a long time, anyway.
Have you tried SDL? http://lazyfoo.net/SDL_tutorials/index.php

It's my preferred library > SFML.

If you're hellbent on making your own, you can use OpenGL as a backend (it's a specification, not a library) Like hamsterman said, just google it. If you can't find the information on your own you don't have any hope of learning it.

On a side note, what kind of graphics stuff are you going to do?
closed account (S6k9GNh0)
joshrocks, SDL is a good starting point. It integrates well into OpenGL. GLFW is also fun to work with as an alternative (better documentation).
What is it about SFML that you don't like?
"were do i go to learn to make my own graphics and sound and stuff i don't like using sfml"
By "my own graphics and sound and stuff" u refer on creating youre own Rectangle , Circle , Line, Triangle etc etc classes ?

If so u need to know mathematicks for example if u want to draw your own line u need to use something like in this pseudo code:

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class Line
{
Surface image;//create a surface, texture, image
int dx;
int dy;

public:

void init(int lenght,int height)
{
    dx=abslLenght);
    dy=abs(height);
for(int i =0; i<dx*dy;i++)
 image.pixel[i].Color== Color(0,0,0,0);//Set each pixel from the image to transparent alpha =0
}

void calculateLine()
{
int x=0;
int y=0;

   if (dx >= dy)
//Draw line by travelling along x coordinate
                while (x < dx)
                {
                    y = (int)((dy * x) / dx);
                     image.pixel[y * dx + x].Color = Colo(1,1,1,1);
                    x++;
                }
    else if (dx < dy)
//Draw line by travelling along y coordinate
                while (y < (dy))
                {
                    x = (int)((dx * y) / dy);
                    image.pixel[y * dx + x].Color =  Colo(1,1,1,1);
                    y++;
                }

}

void drawLine(Surface window)
{
    BlitSurface(Image,NULL,window,NULL);
}

~Line()
{
}

};


ecuations used :
slope of a line : m= (y2-y1) / (x2-x1)
http://en.wikipedia.org/wiki/Slope
Without using a library to mediate for you, you're going to have to directly use the Operating System provided functions. If you're using Windows, try starting here:

http://www.winprog.org/tutorial/


you're going to have to directly use the Operating System provided functions


No, you'd have to write code that directly communicates with your gpu driver. Unless you were going for software accelerated (== not accelerated at all) graphics.
closed account (S6k9GNh0)
Windows (as in graphics context), Input, Audio, etc. are still done by the OS. SDL and SFML provide a layer over the OS to prevent the direct use of the OS API.
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