NimForUE
RFCs
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NimForUE
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Nim Versions 2.0.4 and 1.6.20 released
Glad to see that the windows executables are working again.
I had tried a little while ago to test things out on my windows machine after seeing the NimForUE project (https://github.com/jmgomez/NimForUE) and was sad to see that my computer would auto-mark any nim binaries as malware and delete them. I wasn't too invested so I just shrugged rather than looking for too many workarounds.
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Unity plan pricing and packaging updates
For people scared off by C++ and who want faster recompile times, check out the Nim bindings [0]. Check out his Twitter/X account [1] for plenty of cool things it brings to the table.
[0]: https://github.com/jmgomez/NimForUE
[1]: https://twitter.com/_jmgomez_
- Nim Lang for Unreal Engine
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Ask HN: Why did Nim not catch-on like wild fire as Rust did?
I started using Nim because i wanted to port some of machine learning models written in python with the idea of making them more portable. It was a lot of work as community is relatively small and a new user would end up writing a lot of code.
But Nim has a pretty solid standard library with clearly written code and an awesome community to help with problems. I generally read a lot of standard library code to expand my knowledge of language and discover common patterns which repeat themselves in a lot of real world problems.
C inter-op is really first class, and as far as i know it has one of best C++ inter-op as well, you can take a look at: https://github.com/jmgomez/NimForUE for a real world example.
I use Nim for my work in both professional and personal capacity and also have written about some of it at https://ramanlabs.in/static/blog/index.html
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Anybody still trying to make Godot 4.X bindings?
I've switched over to Unreal and helped out with NimForUE early on. If you have any interest in Unreal, you should check it out since it's in a really good state. It does assume knowledge of Nim, Unreal, and C++ to really get the most out of it.
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Purpose of NimScript vs nim
In NimForUE, we ran into issues with nimble early on, so we resorted to using nim for the build scripts because we needed to do code generation gymnastics to work with Unreal's build system and Nim's C++ codegen. The Nim compiler has had some patches since we first worked on the build system, so maybe if we had to do things over again we could go back to NimScript.
- Nim 2.0.0 RC2
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Epic’s Verse Programming Language Reference
They would be better off just paying the guy developing NimForUE some money and making it first-party.
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The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them!
NimForUE is an Unreal Engine plugin that aims to replace the verbose and tedious C++ with the concise and clean Nim language, supporting blueprints too and giving hot reloading and native speed performance. https://github.com/jmgomez/NimForUE
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The Verse Calculus: a Core Calculus for Functional Logic Programming (more details on Epic's new language)
(https://github.com/jmgomez/NimForUE)
RFCs
- Nim Sum types, 2024 variant
- Nim Roadmap 2024 and Beyond
- Nim v2.0 Released
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Contribute to the Python-like Nim language
compiler support for object construction shorthand
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Nim 2.0.0 RC2
Well, maybe not writing. Occasionally low-level C libraries - especially those that deal with keyboard input - decide to provide identifiers differing only in case... There's a WIP RFC for providing a way to deal with identifiers that need to be verbatium by surrounding them with backticks, though.
https://github.com/nim-lang/RFCs/issues/477
- please comment on "It totally sounds like the n-word" as well
- Nim goto intermediate representation (NGIR)
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My Nim Development Weekly Report (3/12)
Following The Roadmap 2023 for community building , you could join us in the matrix space where we discuss how to build a community. We appreciate doable suggestions and helps, such as improving the workflow, implementing the roadmap, suggesting doable tasks, reviewing code from contributors. United we stand. We shall work together to make the community thrive.
- Nim Roadmap 2023
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My Nim Development Weekly Report (2/19)
First of all, the Nim development follows The Roadmap 2023, which specifies what features might be implemented or removed in 2023. As we can see, completing incremental compilation and recursive module dependencies might be the most important tasks to be done in 2023. You might subscribe to the roadmap and write down your expectations of Nim in 2023 there.
What are some alternatives?
Gwion - :musical_note: strongly-timed musical programming language
nimskull - An in development statically typed systems programming language; with sustainability at its core. We, the community of users, maintain it.
neverengine
nimforum - Lightweight alternative to Discourse written in Nim
bu - B)asic|But-For U)tility Code/Programs (in Nim & Often Unix/POSIX/Linux Context)
nim-chronos - Chronos - An efficient library for asynchronous programming
nimrodot - Nim Godot 4.x GDExtension wrapper (Proof of Concept)
Nim - Nim is a statically typed compiled systems programming language. It combines successful concepts from mature languages like Python, Ada and Modula. Its design focuses on efficiency, expressiveness, and elegance (in that order of priority).
axiom - A 64-bit kernel implemented in Nim
shady - Nim to GPU shader language compiler and supporting utilities.
vos - Vinix is an effort to write a modern, fast, and useful operating system in the V programming language
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at