enu
godot_voxel
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enu | godot_voxel | |
---|---|---|
10 | 46 | |
447 | 2,305 | |
- | - | |
9.2 | 9.8 | |
28 days ago | 4 days ago | |
Nim | C++ | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
enu
- Enu – 3D live coding, implemented in Nim
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Ask HN: What have you created that deserves a second chance on HN?
https://github.com/dsrw/enu - Enu is a 3d live programming environment for experimenting, making games, and learning to code. Kind of a Logo meets Minecraft type thing. It's written in Nim (using the Godot game engine), and also uses interpreted Nim for the in-world scripting.
I use it to teach kids to code. The released version is pretty rough and probably not fit for general consumption, but the next release (coming next month... I hope) is quite a lot better.
https://youtu.be/9e9sLsmsu_o is a demo making a simple survival game, and https://youtu.be/upg77dMBGDE is a now very outdated demo building towers and other simple structures. Thanks!
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Inky: Isolation. A 90 minute game built with Enu, Nim and Godot
In this video I put together a simple 3D survival game staring Inky, the blue ghost from Pac-Man, using the just released Enu 0.1.99.
- Enu 0.1.99
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Nim: Curated Packages
Less of a global sales pitch for Nim (I'm a shoo-in from Pascal), but I found this today and thought it was neat:
"Enu lets you build and explore worlds using a familiar block-building interface and a Logo inspired API."
https://www.youtube.com/watch?v=ECJsq7BeZ8w
https://github.com/dsrw/enu
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Stop waiting
I work on Enu and am invested pretty heavily into Godot + Nim. I’m hoping someone else beats me to it, but I’m going to create a Godot 4 binding if no one else does. I’ll probably start 6 or so months after 4.0 releases. Assuming I don’t get hit by a bus or something, there will be a migration path eventually.
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Nim Version 1.6.6 Released
Nothing here is untrue, but from my perspective it's overstated. I don't use discord, but I visit the forum daily, follow most of the RFCs, and spend a lot of time coding in Nim (https://github.com/dsrw/enu). I really like Nim, mostly like its community, and think many more people should be using it.
I'm sure fusion could have been handled better, and for 2021 the roadmap was a bit hazy, but I can't think of any other big missteps. Araq, dom, PMunch, and other senior folks are in the forms helping people and answering questions every day, and my interactions with all of them has been very positive. The big post 1.0 feature was arc/orc, and that was very well communicated. Bugs are being fixed, useful new features are being added, and future plans are being discussed in the open.
And Nim itself is great. The "if it compiles, it works" factor is high, yet I almost never feel like the compiler is fighting me. Simple things are simple (I'm teaching it to a group of 12 year olds), it's incredibly flexible, it's fast, and it's suitable for almost any sort of problem. There's nothing else like it, and I expect I'd continue using it for at least a decade even if it switched into maintenance mode tomorrow. I think it will take at least that long for something better to come along.
- A Logo-like DSL for Godot, implemented in Nim language
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Show HN: Real-time multiplayer games with cubes. Early feedback on dev docs?
This is cool. I'm working on something similar called enu (https://github.com/dsrw/enu), but I think you're further along than I am.
A few suggestions that may or may not be helpful:
- Blocky "game fonts" are hard to read. They're fine for games, but for editing code I want a normal monospace font rendered at a normal DPI.
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I think Nim community should focus more on Godot engine.
I also thought godot + nim would be great together. So mid year, I just got started. I hacked together this https://github.com/geekrelief/gdnim which allows for gdnative library hot reloading, the first of its kind for gdnative. I was inspired by https://github.com/dsrw/enu which uses nimscript.
godot_voxel
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For Anyone Wondering How to Do Very Crude Procedural Voxel Generation - Heres How.
Don't do this, CSG is unoptimized. Use this.
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Can godot make minecraft+?
Take a look at https://github.com/Zylann/godot_voxel, which would be a great starting point that you could build game mechanics on top of.
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Voxel tools help
https://github.com/Zylann/godot_voxel https://voxel-tools.readthedocs.io/en/latest/
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What's missing from C# in Godot 4?
Currently all our major C++ based number crunching is in the GDAL. We haven't had to make in-house GDExtensions or Modules, yet. But we do also use Godot Voxel. Both are good examples of where you'd want more native speed.
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Qodot (for Godot 4) has just been updated to gracefully support non C# engine builds!
I originally ported Qodot to an engine module that required people to compile their own engine (like godot-voxel) but users were turned away at this first roadblock.
- Just how "beta" is GDExtension right now? Any platform support missing or other major features?
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Getting the basics of flight mechanics and planets! Starting to feel fun to fly into space.
I really wanted to use it but sadly it might be hard to export projects done with it cuz it's not a gdextension yet https://github.com/Zylann/godot_voxel/issues/333 still possible but i think you gotta compile something.
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Vpainter on godot4: what am i missing ?
If you aren't adverse to doing a custom editor build you could add https://github.com/Zylann/godot_voxel
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For those that don't know, C# libraries/packages pretty much work out of the box with Godot Mono. I used one to allow Godot to play any video format you want.
To give some practical examples. At my day job we use GDAL (a C++ geospatial data processing library) and Zylann's Godot Voxel (a C++ engine Module) https://github.com/Zylann/godot_voxel
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Some advice, tips, and resources I can share for those looking to make GDExtensions
The master branch of this one will also build as a GDExtension for Windows. This one is successfully building regularly, but structured different than the rest of the GDExtensions I've seen. I haven't played with this project too much yet, but it's an insanely powerful module/extension: https://github.com/Zylann/godot_voxel
What are some alternatives?
colyseus - ⚔ Multiplayer Framework for Node.js
godot-destructible-terrain - Destructible terrain for the Godot engine
godot-nim - Nim bindings for Godot Engine
VoxelPlugin - Voxel Plugin for Unreal Engine
nimskull - An in development statically typed systems programming language; with sustainability at its core. We, the community of users, maintain it.
godot-proposals - Godot Improvement Proposals (GIPs)
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
aglet - A safe, high-level, optimized OpenGL wrapper and context manager.
gdal - GDAL is an open source MIT licensed translator library for raster and vector geospatial data formats.
nim-fswatch - Nim wrapper for the fswatch library
Terraforming