[https://nim-lang.github.io/Nim/hcr](https://nim-lang.github.io/Nim/hcr) has
instructions for compiling that library.
Godot already has Nim support via GDNative. If you want Nim support for
Blender, it would be better to suggest it to the Blender folks. Or you could
add it yourself.
1. Did you ask Kaushal Modi if this was okay?
2. Why don't Vernon / other authors post about these updates themselves and
why do multiple authors post messages through this single account?
3. Is Chapter 11 ever going to become something coherent / relevant, or is
explaining to the Nim commu
React has it's own virtual dom and so does Karax. The best thing to do probably
would be to parse the JSX in a react template as well as the associated
JavaScript and then convert it to equivalent Karax.
Mixing two frontend frameworks isn't really a great idea IMO. You're probably
just better o
Maybe try something like this -
type
EntityType* = enum
etFighter, etMage
Fighter* = object
Mage* = object
Color* = object
RenderOrder* = object
Entity* = ref object
x*, y*: int
chr*: char
color*: Color
It's hard to debate with someone whose counter-argument to facts is - "I don't
care."
Gameplay code is written in C# - the game engine itself is written in C/C++
@moerm \- We get you like Nim and that it suits your use case(s) fine.
It still doesn't make any of what I said, untrue.
@mratsim \- yes I think Nim is well-suited to ML, Data Science, Crypto etc...
I know Parallelism is difficult - but Nim makes things even more difficult.
OpenMP is nice in ce
Zig and Kit have arguably better interop capabilities with C than Nim does atm
- however Nim can also interop with C++ / Obj-C and JS.
Loyalty doesn't replace practicality. I've been a loyal Nim user for a couple
of years now. I can't do things with Nim that I can in C++, so if I want to
accomp
IMO - the forum should support markdown instead of RST.
Right now, I can't consider Nim a competitor to C/C++
It doesn't look to replace either of these languages - at least I don't think
it does. Zig for instance, has a goal to become a replacement for C - which is
a very bold ambition.
I do think Nim has a strong future - but I'm not sure where it
@emg \- as @cdome mentioned - your best bet is to look at the code since the
feature isn't really documented.
You can explicitly free the region, however I have a feeling the GC will
collect it anyway regardless.
Not sure what you're trying to achieve with regions - I haven't seen them used
an
\--gc:stack has been named --gc:regions|
---|---
[https://github.com/nim-lang/Nim/blob/devel/lib/system/gc_regions.nim](https://github.com/nim-lang/Nim/blob/devel/lib/system/gc_regions.nim)
There is not really any documentation - you basically create a memory region
and then use the provi
I'm not sure I agree with these sentiments...
The JS backend gives Nim the potential to attract a whole world of developers,
who might not be exposed to the language otherwise. Not that I personally want
a bunch of JS devs shaping the future of Nim, but fortunately for us, the
language has sens
The JS ecosystem is a mess - I'm sure many of us will agree regarding that
sentiment.
I'd like to gather thoughts about Nim's current FE web libraries and if we
think we should expand upon them further...
Most people, who have built a website in the past half-decade are familiar with
react and
Gotcha - thanks for the explanation. I will play around with them today.
This isn't true... the linker simply needs to know where to find the shared
library.
Depending on what compiler / linker you're using - the syntax for providing a
path to linked libraries can vary.
If you're using gcc for instance, you can set the LIBRARY_PATH env variable or
by specifying pat
Does ANYONE know how to use memory regions beyond the examples that are
available on the forum? These examples tend to consist of -
var rx: MemRegion
withRegion rx:
discard 0
Run
While this example code proves regions work - it doesn't prove much beyond
I wish that tee spring wasn't so awful about shipping fees, but I picked up
both.
I'm not going to do much more explaining in this post than I have to - I have a
lot of work to do still on these libraries, and then even more documentation to
write regarding them. I am eating my own dog food at work though, to produce an
embedded experience that will be served across potential
@timothee I will as soon as I am able. This library is being produced for a
work project, and I need to consult with my supervisor / his boss, to ensure
that we can publish the libraries I've written for this project, on github
(under the company name). If not - I will publish them personally an
I've been working on this in my spare time over the past few evenings. I'm
keeping this gist updated w/ my progress -
[https://gist.github.com/zacharycarter/ccdd4e5d868e9a9acce6e15390afed49](https://gist.github.com/zacharycarter/ccdd4e5d868e9a9acce6e15390afed49)
Please let me know your thoughts
Sorry for necroing this thread - but that web components are close to reaching
maturity, I think ES6 constructs are going to be crucial to Nim's JS backend
moving forward.
For instance -
[https://developer.mozilla.org/en-US/docs/Web/Web_Components/Using_custom_elements](https://developer.mozill
I think interfaces or something akin to them would be much more useful for the
language than methods. I don't know how hard this is to implement - that's not
why I'm suggesting it - I just don't find methods particularly useful.
I don't generally like exceptions - but I've also been told not use
Quick update : I'm recruiting -
[http://community.fragworks.io/t/recruiting-help-wanted/15/2](http://community.fragworks.io/t/recruiting-help-wanted/15/2)
I'll have more updates in the following week(s).
Very interested to see where this goes. Basically what andrea and dom said,
once it's matured a bit.
Support for [spine](http://esotericsoftware.com/spine-in-depth) is coming to
frag.
Couple of notes here :
* I'm binding to the official spine C runtime. Right now the bindings will be
kept in the frag-spine repo along with the additional code I've written to make
frag work with spine. This m
Hi @Nazariglez,
Our renderer is :
[https://github.com/bkaradzic/bgfx](https://github.com/bkaradzic/bgfx) : which
does support WebGL.
Now, having said that - we currently rely on some dependencies that might not
be WebGL / asm.js friendly. Does that mean we're screwed for web targets? Not
nece
We're certainly not trying to start any wars with anyone, however FRAG does
offer some features Nimgame2 does not, with the added cost of complexity.
If you have any questions - until we get our own website going - please feel
free to ask here or in the project's gitter.
Thank you for checking
@rosshadden and I have been hard at work on a cross-platform,
hardware-accelerated game development framework for the Nim community.
Frag is what we've come up with -
[https://github.com/fragworks/frag](https://github.com/fragworks/frag) \- and
it's not quite ready yet, but I'd still like to ta
I've already wrapped BLT -
[https://github.com/zacharycarter/blt-nim](https://github.com/zacharycarter/blt-nim)
Bindings are ready now -
[https://github.com/zacharycarter/blt-nim](https://github.com/zacharycarter/blt-nim)
Hi all,
7drl - [http://7drl.org](http://7drl.org)/ \- starts this weekend. I figured
I'd mention it here, as there are some bindings available to some roguelike
development themed libraries in the Nim community floating around.
I personally just finished bindings to -
[http://foo.wyrd.name/en:
Thanks for the help Araq.
I think I've now got the bindings working for the most part. There may still be
some missing functionality - like attaching user data to the context, but that
stuff can be added relatively easily and I will do so.
I'm still playing around with the drawing code / backen
I've gotten passed that issue (at least on OSX) and am now facing a new issue.
Please see this gist for a run down of what's going on -
[https://gist.github.com/zacharycarter/de596b1968b63f2e0967d41b31b73804](https://gist.github.com/zacharycarter/de596b1968b63f2e0967d41b31b73804)
vo
I've updated my bindings with another simpler example -
[https://github.com/zacharycarter/nuklear-nim/blob/master/testNuklear2.nim](https://github.com/zacharycarter/nuklear-nim/blob/master/testNuklear2.nim)
I've removed all the GLFW code, and now the code is failing here -
NK_INTERN
Hello,
I'm attempting to create bindings for the C library nuklear -
[https://github.com/vurtun/nuklear](https://github.com/vurtun/nuklear)
Here's the github repo with my bindings -
[https://github.com/zacharycarter/nuklear-nim](https://github.com/zacharycarter/nuklear-nim)
Here's a descriptio
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