gdnim
rfcs
gdnim | rfcs | |
---|---|---|
5 | 16 | |
54 | 106 | |
- | 3.8% | |
0.0 | 1.2 | |
7 months ago | 17 days ago | |
Nim | ||
GNU General Public License v3.0 or later | MIT License |
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.
gdnim
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Programming a Rogue-Like with Rust
Another option is Nim. Looks and writes like Python but closer to C in performance. It also has static typing so I prefer it for scripting as well.
People have built a few games with the Nim Godot bindings:
https://github.com/pragmagic/godot-nim
There’s also an interesting project to do hot reloading using dlls:
https://github.com/geekrelief/gdnim
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How can I understand what "bindings to" libraries really do?
I've been down this road. I forked godot-nim to https://github.com/geekrelief/gdnim and have add several features. I've since moved on to working on https://github.com/geekrelief/tm-nim, a binding for The Machinery.
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Frustrating ergonomics of GDNative in 3.3 -- are these addressed for 4.0?
I maintain a fork of the godot-nim binding https://github.com/geekrelief/gdnim/ All your issues I've dealt with by not relying on the godot editor. Instead I do all the setup with my build script which can generate the gdnlib, gdns, and tscn file for a node with script attached.
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Godot 3.2 PR: all languages script class support and custom resource exports. Request for testing.
This is my first exposure to this and the proposal. I maintain a fork of godot-nim, https://github.com/geekrelief/gdnim. I know someone who was trying to exchange data between gdscript and godot-nim. Nim has a generic vector type: seq[T], and he was trying to expose that to gdscript. I told him to use an Array of Variants instead. Would this PR allow us to expose data structures from gdnative (or whatever) to gdscript?
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I think Nim community should focus more on Godot engine.
I can't speak to the issues with setting things up. I never had a problem on Windows. But if you need help create an issue on the godot-nim repo someone might come along and help. I know at least one person that uses/used a mac to get godot-nim running. On my own repo, https://github.com/geekrelief/gdnim I plan to get osx working, but it's not my main dev machine.
rfcs
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I made a fast and ergonomic crate for trait queries. Now, you can easily query for `dyn Trait`!
For some good real-world use cases, check out this thread: https://github.com/bevyengine/rfcs/pull/39
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Bevy 0.8
I'm the author of the draft Many Worlds RFC. Current plan is to get scheduling sorted out, then pick that work up again.
- Programming a Rogue-Like with Rust
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Improving upon Entity Component Systems, introducing DG-ECM!
Yep, we do this, it works great! We stole it from hecs and Amethyst before us. There's a nice write-up of the theory in the scheduler rework the team has been working on for the past few months.
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Bevy 0.7: data oriented game engine built in Rust
I can tell you right now that there’s an entire channel in the Bevy discord server dedicated to making an out of the box api for multiplayer. If you want the current state of it, check out this RFC. https://github.com/bevyengine/rfcs/pull/19 I’m really excited for it when it eventually comes out.
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Bevy 0.7
I think making it easier for systems to observe the effects of Commands from other systems is a critical missing piece of the Bevy ECS puzzle. "Stageless" is a solid, holistic solution to the problem and we're seeing the community slowly establish consensus on that design. There is already a draft implementation in the works. And I think "stageless" is most likely the solution we will land on.
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Announcing bevy-egui-kbgp - an improved keyboard and gamepad story for egui in Bevy
Cool! Looks like a nice complement to the RFC about keyboard navigation!
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Bevy 0.6
This should be fairly feasible: although you'll probably want to wait on (or implement) the dynamic components RFC. The comments above are more to the effect of "writing Rust is easier and more convenient than you might expect".
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Bevy’s First Birthday: a year of open source Rust game engine development
You will be happy to know that better/updated documentation is planned. It was briefly mentioned as "the new Bevy Book effort" in this paragraph of the blog post and there are a ton more details in this RFC. Your participation would be more than welcome!
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Placating the borrow checker for systems that depend on a component plus the same component on another entity?
So, several of us have been working on a relations feature for Bevy: first-class support for those sort of "target another entity with a component" patterns that keep cropping up. There's a lot to be done, and it's at a point where it can be chunked out, so if you're interested in helping out come say hi on Discord :)
What are some alternatives?
godot-nim - Nim bindings for Godot Engine
bevy - A refreshingly simple data-driven game engine built in Rust
godot-lang-support - A community-maintained list of Language Support Projects for Godot Engine.
morphorm - A UI layout engine written in Rust
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
kajiya - 💡 Experimental real-time global illumination renderer 🦀
Godot - Godot Engine – Multi-platform 2D and 3D game engine
bevy_ecs_tilemap - A tilemap rendering crate for bevy which is more ECS friendly.
tm-nim - Nim binding generator for The Machinery
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
nim-fswatch - Nim wrapper for the fswatch library
docs.rs - crates.io documentation generator