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NimForUE reviews and mentions
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Unity plan pricing and packaging updates
For people scared off by C++ and who want faster recompile times, check out the Nim bindings [0]. Check out his Twitter/X account [1] for plenty of cool things it brings to the table.
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Ask HN: Why did Nim not catch-on like wild fire as Rust did?
I started using Nim because i wanted to port some of machine learning models written in python with the idea of making them more portable. It was a lot of work as community is relatively small and a new user would end up writing a lot of code.
But Nim has a pretty solid standard library with clearly written code and an awesome community to help with problems. I generally read a lot of standard library code to expand my knowledge of language and discover common patterns which repeat themselves in a lot of real world problems.
C inter-op is really first class, and as far as i know it has one of best C++ inter-op as well, you can take a look at: https://github.com/jmgomez/NimForUE for a real world example.
I use Nim for my work in both professional and personal capacity and also have written about some of it at https://ramanlabs.in/static/blog/index.html
I think Nim is a bit younger, and took a while to find it's core features. It also now has better support for multithreading with arc/orc. It has a chance at slow and steady growth. It's not the best at anything, but for me brings back a joy in programming.
Nim has excellent C++ FFI. It's not perfect, but capable of wrapping C++ templates, calling constructors, and virtual methods. Though it can be a pain dealing with inner template types and consts. Here's a larger example of C++ interfacing with Unreal Engine: https://github.com/jmgomez/NimForUE
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Anybody still trying to make Godot 4.X bindings?
I've switched over to Unreal and helped out with NimForUE early on. If you have any interest in Unreal, you should check it out since it's in a really good state. It does assume knowledge of Nim, Unreal, and C++ to really get the most out of it.
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Purpose of NimScript vs nim
In NimForUE, we ran into issues with nimble early on, so we resorted to using nim for the build scripts because we needed to do code generation gymnastics to work with Unreal's build system and Nim's C++ codegen. The Nim compiler has had some patches since we first worked on the build system, so maybe if we had to do things over again we could go back to NimScript.
- Nim 2.0.0 RC2
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The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them!
NimForUE is an Unreal Engine plugin that aims to replace the verbose and tedious C++ with the concise and clean Nim language, supporting blueprints too and giving hot reloading and native speed performance. https://github.com/jmgomez/NimForUE
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Beyond Functional Programming: The Verse Programming Language (Epic Games' new language with Simon Peyton Jones)
I have nothing against FP, I wrote a simple parser generator in Haskell and learned a lot (monads and do-notation really ARE powerful and beautiful in the right context), but for game development I just wish that adopted NimForUE and outright hired the guy who is developing it.
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Is Fidget usable for implementation of 3D rendering?
Blender exports to UE, UE5 has infinite geometry, physics, water, etc etc. https://github.com/jmgomez/NimForUE
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Interview with Simon Peyton Jones (Haskell creator, currently working at Epic Games) about new Verse Language developed by Epic, his job at EpicGames related to Verse and many Haskell related topics.
Agreed. In the meantime, there's some really promising stuff developed by a couple of dudes - NimForUE.
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A note from our sponsor - WorkOS
workos.com | 28 Mar 2024
Stats
jmgomez/NimForUE is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of NimForUE is Nim.