hmm... so i buy a book on SDL(a game programming library that happens to be cross-platform, developed by a programmer at blizzard), excited at the seeming power of it, and as I'm reading the book, I notice that they talk about rectangles(as blit surfaces mostly), and don't see anything about graphics primitives(ie: pixels, lines, circles, etc...) Turns out there's no built in support for graphics primitives in SDL. That's bizarre and shitty. But..... It does look like there are some libs out there that provide support for these primitives in SDL, so I'll have to take a loot at them.
Only reason I want this is for my hexagon game... I need to be able to generate hexagons, and blit the sides as lines. If I can blit lines to the screen, I can very well compose hexagons, now can I?
I'm a bit intimidated by figuring out how to blit hexes since the coordinates tend to clash with the rectangular shape of the monitor. It can be done, but it's difficult. I could do it with squares, but the game wouldn't be nearly as interesting. I should focus on learning the damn library first before working on implementing the game. I also have to rewrite pong in SDL(I was using the Allegro Library, but now have switched)... Pong should be easier to implement than the hex game...
Only reason I want this is for my hexagon game... I need to be able to generate hexagons, and blit the sides as lines. If I can blit lines to the screen, I can very well compose hexagons, now can I?
I'm a bit intimidated by figuring out how to blit hexes since the coordinates tend to clash with the rectangular shape of the monitor. It can be done, but it's difficult. I could do it with squares, but the game wouldn't be nearly as interesting. I should focus on learning the damn library first before working on implementing the game. I also have to rewrite pong in SDL(I was using the Allegro Library, but now have switched)... Pong should be easier to implement than the hex game...