Whoah. I get it. You guys hate SDL. I just think SDL does not deserve that much hate. Lantinga et al did a fine job and it has its uses, especially for beginners.
You always need an API whether it be OpenGL, DirectX, SFML, SDL, etc, etc. I thought that SDL will be most accessible to a beginner. That's why I chose it. If I ever wanted to write a rl in C++ I'd prolly go with SDL creating an OpenGL instance. That is what I do for most of my C++ projects and I like it. I thought DF is being converted over to SDL with OpenGL.... Toady seems to like it. I think it's good for creating an OpenGL window.
Having said that, in theory an experienced person could simply replace SDL blit calls with their OpenGL equivalent and yank SDL image manipulation out of the whole thing.
Like I said this is more geared toward the casual coder/beginner; I can extend it to use OpenGL if there is a wide desire for that, but SDL is prolly fine for a basic rl.
I am working on BSP dungeon generation now as the default dungeon generator for the framework. Hopefully, I can finish this tonight. Tomorrow will be monsters and then I will release.
Sowelu: thanks for the encouragement. I look forward to when you can look at the code and take it out for a test drive.
Edit: alright guys, I see your points, after a few drinks, I think the solution will be to release an OpenGL based lib with just the bare bones rendering system in place; that should be of more use to advanced users. Hope to have that for you to check out later. I think that will allow for a good compromise. best wishes.