nimrodot
gdextension-nim
nimrodot | gdextension-nim | |
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1 | 2 | |
30 | 45 | |
- | - | |
9.1 | 10.0 | |
10 months ago | over 1 year ago | |
Nim | Nim | |
MIT License | MIT License |
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nimrodot
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Anybody still trying to make Godot 4.X bindings?
I've uploaded the code I have so far to https://github.com/chmod222/nodot/
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?
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++
gdnative - Rust bindings for Godot 3
nodot - A video game node library for Godot 4
godot-nim - godot 4.x bindings for nim-lang (early stage)
godotnim-samples - Dodge the Creeps and Conways Game of Life in Godot, and Nim!
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
hello-gdextension - Samples and experiments using Godot 4 + GDExtension
godot-go - Go bindings for Godot 4.2 GDExtension API