What do you think of learning WebGL to grasp the fundamentals of graphics programming so you don't have to deal with handling input or window management?
That's probably a good idea! WebGL is very nice in terms of "availability" - you just need a decent browser and that's it. What's perhaps not so nice, is that it's built on top of OpenGL ES, which itself as a bunch of messy parts in it. However, still probably the easiest way to get into graphics programming indeed. Maybe use some helper libraries like three.js or similar too.
Another alternative might be something like Unity (but hey I might be biased). If you want to learn lower level graphics, Unity still allows you to write your own shaders, manually create and setup render targets and so on, while abstracting away most of platform differences, input handling and other "boring" bits.
If you are into C/C++, I'd suggest trying something like bgfx (https://github.com/bkaradzic/bgfx) as a graphics API abstraction library that also deals with most of "boring bits", allowing you to focus on what your graphics algorithm tries to actually achieve.
Another alternative might be something like Unity (but hey I might be biased). If you want to learn lower level graphics, Unity still allows you to write your own shaders, manually create and setup render targets and so on, while abstracting away most of platform differences, input handling and other "boring" bits.
If you are into C/C++, I'd suggest trying something like bgfx (https://github.com/bkaradzic/bgfx) as a graphics API abstraction library that also deals with most of "boring bits", allowing you to focus on what your graphics algorithm tries to actually achieve.
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Bilgehan Korkmaz