Hi guys, I've been lurking on these forums for awhile, but today I decided to post something about a Nim project I'd been working on for over 4 years. It is a VR game engine written in Nim, incorporating a C/C++ library called Diligent Engine and my own GPU-based physics and animations.
I haven't yet released the source code, but I'm planning to do that for certain modules like the ECS and Nim shader system (yes the shaders are written in Nim!) in the medium term.
Check out my LinkedIn post here!
I have ambitious plans for this engine that go beyond just creating games with it, and will be looking for some VC funding shortly. Wish me luck! 😀
P.S. Thanks @araq for the amazing language and your ongoing efforts to improve it. It is the cornerstone of my plans going forward.
Congrats and thanks for sharing!
Nice blog also. I like this quote from a 2019 article of yours:
I first encountered Nim when I happened to read a post in the D forums mentioning its C++ interop capabilities. At the time I had a strong preference for curly-brace syntax owing to my history with C-based languages, so I put this language at the very bottom of the pile. But after 8 months of experimenting with other languages and getting nowhere, I finally decided to give it a fair shot.
...
I soon found a way to like Nim’s syntax, and once that was out of mind, I began to delve deeper into the language. I figured out that Nim could compile into C++, which led to a theory: if Nim could interact with C++ at the source level instead of the ABI level like D did, maybe it could overcome the limitations of the other languages with the help of its epic metaprogramming chops.
3 months later, I have a working Nim wrapper for Diligent Engine.