Thank you for the clarification. Sorry I didn't see you removed the autoloaded
.gdns file.
Who cares how many files it creates? Only what you use (import) gets compiled.
C++ and D bindings have to generate the same number of classes.
"The settings need so much steps" \- not sure what this refers to. If you have
Nim and Godot you basically only have to install nake and set GODOT_BIN
That binding bloats Godot project much more than the C++ and D bindings, it's
sad.
Nake tells my GODOT_BIN path is "invalid".
GODOT_BIN path: /home/drit0/Programmes/Godot3.0/godot-master/bin
But it is not true, I'm pretty sure it is the exact path of Godot.
DTxplorer: don't worry, nothing bad
Hi Tiberium.
I installed godot-nim using "nimble install godot" command succesfully but with
this warning.
Warning: File 'apigen.nim' inside package 'godot' is outside of the
permitted namespace, should be inside a directory named 'godot' but is in a
directory named 'apigen'
DTxplorer, you need to install godot-nim package itself first
I try to follow instructions from the project examples
[https://github.com/pragmagic/godot-nim/tree/master/examples/stub](https://github.com/pragmagic/godot-nim/tree/master/examples/stub)
but when I run
nake build
nakefile.nim(5, 8) Error: cannot open 'godotapigen'
You can now use Godot-Nim with master branch of Godot (so newest version)
Author said that only one PR to godot engine left
Unfortunately this binding needs a forked version of the engine. You must
consider this binding as a W.I.P.
Anyway it's nice work and I hope this will be completed soon.
>From the example:
# Copyright 2017 Xored Software, Inc.
import strutils
import godot
import engine, label, resource_loader, packed_scene
gdobj FPSCounter of Label:
var lastFPS: float32
method ready*() =
setProcess(true)
I wonder how the Nim particular OOP works with the Godot Engine and his huge
inheritance tree. Maybe it does not matter... But anyway, this engine is
gradually gaining popularity and it can help Nim language to be more spreaded.
[https://github.com/pragmagic/godot-nim](https://github.com/pragmagic/godot-nim)
Yay, proper GDNative bindings!!!
Maybe godot should use nim intead gdscript, Like nim!
Godot is a good game engine.
Hey, that's cool! Has anybody started a binding for godot yet? Does someone
want to start a git repo, maybe an official one? This guy:
[https://github.com/ggVGc/nim-godot](https://github.com/ggVGc/nim-godot) seems
to have started, but it was a year ago, before this whole push for these new
This just in -- "[MORE PROGRAMMING LANGUAGES IN GODOT, WANT TO
HELP?](https://godotengine.org/article/godot-getting-more-languages)" \--
> There currently is a lot of demand for additional languages, such as Java,
> Haxe, Swift, Object Pascal, etc. **As Godot 2.2 will focus on new languages,
>
cdunn2001, in the facebook post it says:
> 1. This new API is meant for statically typed languages that support
> multi-threading, so no ruby, lua or python, etc.
> 2. Examples of this are languages such as Java, Pascal, Haxe, TypeScript,
> Rust, Dart, Go, whatever.
>
Nim isn't really designed as an embeddable language. It's good for "embedded
systems", i.e. small microprocessors with small memory, but that's different.
For performance (to avoid "waiting for Godot"), I'd look at Lua.
* [https://www.lua.org/about.html](https://www.lua.org/about.html)
Hi
I'm new to this forum. I read about nim sometime ago, but anyway I am
programming languages noob and I haven't really tried nim.
Recently godot game engine
([http://www.godotengine.org/](http://forum.nim-lang.org///www.godotengine.org/))
introduce a new binding API focuses to support
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