gdnim
gdnative
gdnim | gdnative | |
---|---|---|
5 | 93 | |
54 | 3,574 | |
- | 0.8% | |
0.0 | 7.2 | |
8 months ago | about 1 month ago | |
Nim | Rust | |
GNU General Public License v3.0 or later | 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.
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.
gdnative
- Can someone explain how exactly are multiple languages supported in a single game engine
- Will rust ever become a first class citizen in Godot?
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Non web-based crossplatform GUI frameworks focused on security
It's a little less standard use, but Godot has been used to build application guis, which could be paired with rust bindings to implement app logic. I can't speak to reproducibility/scalability, but Godot's ui is extremely solid, and I'd probably choose that over Bevy until Bevy's ui progress matures.
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What is Rust's potential in game development?
Adding onto this, I successfully written a game in Godot using gdnative / gdext. I started with a split approach using gdscript and rust for CPU intensive but found that the API layer was slow at transferring large amounts of data (serialization?). I ended up rewriting it in all rust and it worked like a charm. I was able to target native and web assembly, the web assembly was much slower but worked on the browser.
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Why is it so difficult to learn to use Bevy?
Check this: https://github.com/tomuxmon/bevy_roguelike if you are still into bevy. Scheduling is a bit bork and I have not found time to port it to latest bevy. But most of the systems should work fine(if used on latest bevy). But again. If you want faster result go with something like Godot. In fact, just go with Godot. It is mature, easy to start, no lock in(free and MIT license), a lot of learning material. Also with Godot you can also use Rust https://godot-rust.github.io/. Ditch Unity (do not have time to explain 😅). Have fun!
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GDScript is fine
Bevy Godot-Rust
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Rust – Are We Game Yet?
> Same for Godot.
While likely true that it's "Unlikely to ever be as supported" as the 4 officially supported languages[0] ("GDScript, C#, and, via its GDExtension technology, C and C++."), Godot's GDExtension technology is specifically intended for use in adding support for other languages.
The most relevant tracking issue for Rust is presumably:
* <https://github.com/godot-rust/gdnative/issues/824>
Which links to:
* <https://github.com/godot-rust/gdextension>
[0] https://docs.godotengine.org/en/4.0/getting_started/step_by_...
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OK so whose gonna tell them
...Godot v3.x has Rust support via godot-rust and Godot v4.0 is released as of this month?
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Godot 4.0 is out
I was curious, and looked it up. Nothing built in, but there's an interesting project that works with godot: https://godot-rust.github.io/
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There's the Rust Player still going wrong subreddit?
There's people working on it: https://godot-rust.github.io/
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.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
rfcs - Suggest changes to Bevy and view accepted designs
macroquad - Cross-platform game engine in Rust.
wgpu - A cross-platform, safe, pure-Rust graphics API.
tm-nim - Nim binding generator for The Machinery
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.