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And there's a Nim wrapper for Urho3D: https://github.com/3dicc/Urhonimo https://github.com/3dicc/Urhonimo http://forum.nim-lang.org/t/870 http://forum.nim-lang
by def- 11y ago
And there's a Nim wrapper for Urho3D:
https://github.com/3dicc/Urhonimo https://github.com/3dicc/Urhonimo
http://forum.nim-lang.org/t/870 http://forum.nim-lang.org/t/870
- girvo 11y agoOh wow, that's impressive. I'm guessing it was relatively simple to generate full bindings because it's already been written to have bindings for Lua and Angelscript? I assume that means the authors avoided fancy C++ code so that binding generators work correctly?
- def- 11y agoActually quite some work went into making Nim integrate better with C++ code, C++ templates especially I guess.
- gokr 11y agoNo, Urhonimo is not integrating Nim as a "scripting engine" - its a full wrapper of the whole Urho3D C++ library. So its much more complete and allows you to write anything you could write in C++. Modulo bugs we haven't fixed yet ;). The wrapper is mostly automatically generated using c2nim.
- gokr 11y agoFrom what I have heard from Araq (who maintains Urhonimo) Urho3D does use some fancy C++ stuff, so it took a bit of work to improve c2nim to handle it. Also, unless I made that clear, the Lua/AngelScript "bindings" are not full bindings of Urho3D - instead they are integrated as scripting engines within Urho3D, although a pretty deep integration and with tons of examples. And oh, Urhonimo was yesterday upgraded to Urho3D 1.4, but Araq needs to ... clean it up and push it :)