godotnim-samples
gdextension-nim
godotnim-samples | gdextension-nim | |
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7 | 2 | |
20 | 45 | |
- | - | |
0.0 | 10.0 | |
over 2 years ago | over 1 year ago | |
Nim | Nim | |
- | MIT License |
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godotnim-samples
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Anybody still trying to make Godot 4.X bindings?
I don't know if this will help, but here's some GodotNim (3.X) code that might be easier to re-implement(/convert?) and test. 75 LOC, label and button code.
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Are Godot's third party languages compatible with each other?
I just want to add, you can also easily call native code from Godot-specific if you can do so in the language. It's Nim-Nim, but here's an example I did (full project here):
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Nim-lang and Godot
I uploaded a decbinhex number converter (using Godot for the GUI) here.
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FYI, you can use Rust as a native scripting language
Not too long ago I made my own example for Nim-lang, just a simple decbinhex converter GUI.
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How to embed Nim expression inside a string? Like template strings in JS.
For reference I've already made the converter (Currently a pull-request to be added to Zetashift's Godot-Nim examples) and just using strutils is one thing I've done (along with manual conversion).
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I think Nim community should focus more on Godot engine.
For something that actually does something, I reccomend the 2 test projects by Zetashift, specifically the dodge-the-creeps demo but note that you have to:
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-nim - Nim bindings for Godot Engine
gdnative - Rust bindings for Godot 3
nodot - A video game node library for Godot 4
nim-fswatch - Nim wrapper for the fswatch library
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
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++
enu - A Logo-like 3D environment, implemented in Nim
hello-gdextension - Samples and experiments using Godot 4 + GDExtension
godot-go - Go bindings for Godot 4.2 GDExtension API