nim-templates
godotnim-samples
nim-templates | godotnim-samples | |
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2 | 7 | |
88 | 20 | |
- | - | |
0.0 | 0.0 | |
over 4 years ago | over 2 years ago | |
Nim | Nim | |
BSD 3-clause "New" or "Revised" License | - |
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nim-templates
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:
What are some alternatives?
godot-nim - Nim bindings for Godot Engine
nodot - A video game node library for Godot 4
nim-fswatch - Nim wrapper for the fswatch library
DPDK-WiFi - DPDK version with support for ath10k-based wireless NICs
enu - A Logo-like 3D environment, implemented in Nim
gdnative - Rust bindings for Godot 3
gdextension-nim - Godot 4.0 GDExtension binding for nim language.
nimrodot - Nim Godot 4.x GDExtension wrapper (Proof of Concept)
hello-gdextension - Samples and experiments using Godot 4 + GDExtension
godot-lang-support - A community-maintained list of Language Support Projects for Godot Engine.
gdnim - godot-nim based bootstrapping framework supporting hot reloading
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++