gd
gdextension-nim
gd | gdextension-nim | |
---|---|---|
1 | 2 | |
124 | 45 | |
83.1% | - | |
9.1 | 10.0 | |
1 day ago | over 1 year ago | |
Go | Nim | |
MIT License | MIT License |
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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.
gd
gdextension-nim
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Anybody still trying to make Godot 4.X bindings?
I started some, based on the pure C instructions at https://github.com/gilzoide/hello-gdextension/blob/main/1.hello-c/README.md But it takes quite a bit of work to make the rest happen, and I'm not focusing on godot myself (making my own engine/framework), so I lost motivation for it. I figure this could also be the situation for other people who could potentially make them, like the attempt that was started at https://github.com/Hapenia-Lans/gdextension-nim So that's why I mention it. Maybe not very practical info, but thought it could be of help to know.
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Godot 4.0, C# or GDScript & GDExtension. Which will you use and why?
Someone seems to be working on that right now : https://github.com/Hapenia-Lans/gdextension-nim
What are some alternatives?
godot-go - Go bindings for Godot 4.2 GDExtension API
gdnative - Rust bindings for Godot 3
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).
nodot - A video game node library for Godot 4
godotnim-samples - Dodge the Creeps and Conways Game of Life in Godot, and Nim!
libvips - A fast image processing library with low memory needs.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
arewegameyet - The repository for https://arewegameyet.rs
NimForUE - Nim plugin for UE5 with native performance, hot reloading and full interop that sits between C++ and Blueprints. This allows you to do common UE workflows like for example to extend any UE class in Nim and extending it again in Blueprint if you wish so without restarting the editor. The final aim is to be able to do in Nim what you can do in C++
hello-gdextension - Samples and experiments using Godot 4 + GDExtension