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okay so
you can create a 2d array with this:
std::array<std::array<int, 2>, 3> asd{};
its the same as:
int asd[3][2];```
but the second one is the C way and allowing you to use an illegal memory location, resulting into a segfault
i guess so, you have 3 arrays which then contain 2 arrays
wait hold on
yeah
yeah well im not sure what you trying to do
oh
hm
like?
you could do that
i dont know much about computer graphics
i would advise you to look into opengl if you havent already
well, opengl wouldn't be rather easy, more likely SDL, although... well, I feel you, somehow in time things got harder, when one started learning in DOS using Turbo C++ there was just built-in simple to use graphics library
now things seem to be a little more complicated
yeah graphics has gotten a lot more sophisticated. but there are ofc libraries you can use. SFML, SDL, Allegro, raylib, pixel toaster, …
I mean yea, but if youre starting out writing your own rasterizer isnt the worst idea
yeah but you need a way to put pixels onto the screen
that part has gotten a lot more complex
compared to the olden days where you'd just get a pointer to the frame buffer and write to it ^^
these days, you're typically sitting on top of a preemptive multitasking os with a desktop experience and a compositing window manager on top of a gpu. so getting pixels onto the screen involves creating a window and getting to draw into that window, which generally involves dealing with system apis, message pumping, swap chains, gpu-side buffers, etc.
I could even still recommend starting with DOS
I certainly wouldn't ^^
although I would need to find a good tutorial that gives the complete toolset
with a modern compiler port
to not go into memory models, segments, i.e. at least protected mode by default
yeah that stuff is a mess
it's so lovely to plot pixel just by putting it by ((unsigned char *)0xa0000)[320 * y + x] = color
and that mentioned graphics library in Turbo C++ was also easy and built-in
(although Turbo Pascal had a nicer syntax for everything)
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