Hi! I am in the process of upgrading Nim's **Urho3D** bindings to the most 
recent version. Being a masochist, in a recent past I wrote some wrapper 
between that engine and Gambit Scheme (c++ target), still not complete and 
unreleased, an overall ... _interesting_ experience.

I'm also double checking against 1.32 urhonimo; this will take some time. 
Incompatible changes in the engine will of course produce errors in old code.

Currently all the sample programs in Urhonimo 1.32 and some stuff of mine 
(mainly Urho2d and box2d physics) do work.

Yet, not every single part of the bindings has been tested and many bugs lurk 
inside.

I'd love to hear about:

  * ways to cover/test more code, possibly without porting all the examples 
(eh!);
  * how to directly map nim enum values to corresponding c++ enums in a 
position-independent way -- to avoid depending on raw values;
  * best practice to avoid circular dependencies. Right now i'm using a c-like 
separate header written in nim, shared between objects, and re-exporting proper 
names



General advice and enhancement proposals are welcomed -- just understand that 
I'm not a Nim expert.

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