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For the next major version of Godot; version 4, the GDNative system (which is what allows the integration of other languages into Godot) is getting a lot of improvements. The developers intend to make it more seamless to write some part of a game with GDNative and then the editor will be able to cross compile and even autocomplete those compiled libraries in GDScript etc. Only c++ will be official of course so someone will need to update the godot-nim bindings (which is also easier with the new GDNative), and probably create a plugin so it can integrate well with the Godot workflow.
That's probably a good one. The one I used was godot-nim-stub. I think the only real problem I had was that I didn't realize I was using an old version of Nim, once I installed the latest one it worked fine.
Look at these German guys: https://github.com/telematik-tu-ilmenau/DPDK-WiFi. They tried to employ direct L2 packet manipulation on ath10k WiFi card and achieved impressive performance improvement. In pure C of course.
I also thought godot + nim would be great together. So mid year, I just got started. I hacked together this https://github.com/geekrelief/gdnim which allows for gdnative library hot reloading, the first of its kind for gdnative. I was inspired by https://github.com/dsrw/enu which uses nimscript.
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.
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:
You could implement that yourself, if this works https://github.com/FedericoCeratto/nim-fswatch