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Oh 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 Angels
by girvo 11y ago
Oh 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 :)