I’ve finally managed to join this community from kbin, seems we were having federation problems with programming.dev.

So anyway, what sorts of projects are you all using Nim for?

Edit: Post isn’t propagating. Maybe this edit will help?

  • insomniac_lemon@kbin.social
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    9 months ago

    I want something that’s: 1. easy-to-create (in-engine+GUI particularly) 2. High-fidelity (scalable+not-resolution-dependent) 3. Low-data
    Interactivity/dynamic stuff (also good aesthetic) is a good bonus. Godot4 has all that (though some of the editors+features could be better) but again, no Nim bindings just quite yet.

    I am not too good with Inkscape (compare my avatar–a quick attempt to mimic polygonal style–to the animated eye example) but the problem with SVG is that in most context it’s rasterized (so a lot more limits and considerations). If there was a tilemap system that live-rendered SVGs, that’d be perfect.

    I’m not chained to 2D, just simpler and thought it might be better to learn (and I do like polygon aesthetic). Not too versed with Blender either*, though I have thought about going that route (simple untextured models) or maybe even a different model program. Same for 2D via 3D models (planes) imported into a 2D engine (Godot allows that, but then you’re losing the benefits of in-engine polygons like animation etc). Godot also has a gridmap and decent+easy visual options (materials+lighting+SDFGI) that could help out with (mostly) textureless models. Though in fairness, I haven’t really looked at Raylib’s 3D capability/options yet.


    To be clear, when I said ‘something else’ I was wondering about other frameworks such as SFML or SDL etc (on Linux) and their (higher-level) polygon capability. OpenGL is way beyond me.

    Other frameworks particularly because what I’ve made isn’t actually specific to Raylib. I could put it in its own file and import+call it, so long as whatever else it is used in will accept a sequence (of vector2 values).

    I might be able to make an editor, too (at least one that functions within the constraints of my format), or at very least a library viewer**. Though I still haven’t made anything game-like yet (admittedly this format is a very similar concept to the gamebook format I mentioned, but a lot simpler “content”) so that puts it in perspective.


    *= have made a few models with it, though disliked the issues with modifiers and often preferred the Maya setup where everything was nodes (not that I can afford Maya, not used it in 10+ years)

    **= like 8 polygons on-screen and you choose what it’s loaded as, and a step up from that would be a tile-map

    • cacheson@kbin.socialOP
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      1 year ago

      Unfortunately I don’t have much in the way of good advice to give here. My game development experience is mostly limited to the project I posted in this thread, plus a number of ideas that I failed to actually start working on.