Hey awesome didn't know that about Godot!
I will ask them maybe someone would be interested thanks for the reply.
I tried the Nim Godot bindings and they compiled like >=2 month ago.
Blender uses Python so using it from Nim should be doable with Nimpy.
As a long-time Blender user, Nim and Godot fan - I'm unsure what you mean. Blender already has a well documented Python API. Godot has Nim bindings, which others here have already linked to.
Yes, Python is slow - but it is a scripting language that can be reloaded dynamically - which makes it ideal as an embedded language inside of an application such as Blender. I'm not sure how Nim would compare in this department, or even how it would get embedded in Blender.
And since Nim and Python are roughly the same....
Syntactically, yes Nim and Python are very similar. Admittedly one of the main reasons I use Nim is I'm already fluent in Python, and that makes learning Nim relatively easy.
That said - Nim and Python differ significantly in terms of their compilation targets. Nim is also statically typed, while Python is dynamically typed.
In terms of Blender, the biggest difference I'd see is the REPL experience. Part of the reason Python was chosen for Blender was its really mature REPL environment - which allows coders/scripters to quickly try out code without compiling entire files. Nim does have its own REPL too, but its far less mature than Python's.
So while I agree that Nim and Blender are amazing tools - I'm not sure combining them would be ideal. Also consider the amount of time/effort involved in refactoring Blender to support a new language.
This is a huge pet peeve of mine. Nim and Python are very different languages! There is some similarity in the syntax, but that is where it ends. Nim is much closer to Ada or Pascal.... :-P
I looked into adding Nim support to Blender a long time ago. Here is what I found:
TLDR; It would be extremely difficult
It is a lot of work, and requires extensive knowledge of Nim, C++, and Blender, and you won't get a lot of help. It's definitely not a good beginner project.
I want to point out: I don't disagree with the Blender people. Blender is a very complicated piece of software, and they only have so much developer resources. They don't want to worry about having to maintain several language bindings. It's hard enough to maintain "Professional quality CG software".
The other side of the coin, it is technically possible. (Here be dragons.) There is a C++ api for Blender. People make C++ addons for Blender all the time.
You could make Nim bindings for the Blender C++ api. Nim is really good at binding to C code, but:
You will spend a lot of time figuring out how the Blender C++ api works, then getting Nim to talk to it, and then making sure it is kept up to date, and you probably won't get much help from the Blender people.