nim-fswatch
gdnim
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nim-fswatch | gdnim | |
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1 | 5 | |
8 | 54 | |
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0.0 | 0.0 | |
almost 4 years ago | 7 months ago | |
Nim | Nim | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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nim-fswatch
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I think Nim community should focus more on Godot engine.
You could implement that yourself, if this works https://github.com/FedericoCeratto/nim-fswatch
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.
What are some alternatives?
godotnim-samples - Dodge the Creeps and Conways Game of Life in Godot, and Nim!
godot-nim - Nim bindings for Godot Engine
enu - A Logo-like 3D environment, implemented in Nim
godot-lang-support - A community-maintained list of Language Support Projects for Godot Engine.
nimpylib - Some python standard library functions ported to Nim
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
rfcs - Suggest changes to Bevy and view accepted designs
ImThemes - Dear ImGui style browser and editor written in Nim
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot-nim-stub - Stub for Godot project with Nim support
tm-nim - Nim binding generator for The Machinery