That’s cool anyway, I never tried any “low level” graphics, so it looks rather magic to me
I wouldn’t say what I’ve done is low-level (especially with <20 lines of code and not OpenGL-level stuff), and Nim offers functions that makes stuff easier. Certainly you can do low-level stuff with Nim, but I’m interested in it because I don’t think I could do C/C++ stuff (at least not how it normally looks) but I still want performance/flexibility.
I wish for Godot to keep growing, maybe then bindings for niche languages will be improved as well
There are actually production-ready Nim bindings for 3.X, but 4.X uses a different system (supposedly better for integration of compiled languages) and the makers of the old bindings didn’t want to do a new effort. Multiple individuals are/were working on it, but 4.0 was released a while ago. And understandably it’s a complex thing.
3.X vs 4.X is a big enough jump for me that it doesn’t really make sense to just use 3.X.
I wouldn’t say what I’ve done is low-level (especially with <20 lines of code and not OpenGL-level stuff), and Nim offers functions that makes stuff easier. Certainly you can do low-level stuff with Nim, but I’m interested in it because I don’t think I could do C/C++ stuff (at least not how it normally looks) but I still want performance/flexibility.
There are actually production-ready Nim bindings for 3.X, but 4.X uses a different system (supposedly better for integration of compiled languages) and the makers of the old bindings didn’t want to do a new effort. Multiple individuals are/were working on it, but 4.0 was released a while ago. And understandably it’s a complex thing.
3.X vs 4.X is a big enough jump for me that it doesn’t really make sense to just use 3.X.