The next question is : what options are available ? If you want 2D you have a lot of option: Nico, NimGame2 (seems stalled) and Norx (1:1 port from Orx C lib). For learning, i would use Nico, which has been written entirely with Nim, and which is used by its author: https://github.com/ftsf/nico
If you wand 3D, you will have to either use Godot wrapper, or do it with SDL yourself.
For sure, Nim can do games. Hey, even Python can do it. But do you want to do games with Nim ? To have the answer, i suggest you try Nim first by reading the tutorial on the main site.
Nim is ideal for games. It hits the right tradeoff between speed / safety / ergonomics. The last one is particularly important to me...a language can be as fast / safe as can be, but if i'm spending large chunks of my day waiting for my code to compile or fighting compile errors, there is a wide horizon of game ideas i won't get around trying. If you make games experimentally, anything getting you out of that flow is your enemy.
That said, i think it depends on the level of abstraction you want to work at. The "kitchen sink" game engines like Un(real/ity) are massive, and you are better off using the languages they are meant to use. But if you don't mind working at a lower level, nim is a great way to do so. I'm making a library that is just a thin wrapper on opengl, and i think that's the right abstraction for a nim game.
I haven't created any 3d games but I've created a tiny 2d Pokemon "safari" game with Nim and SDL2. Looks, feels, and performs like a classic GBA game. In my limited experience I say it holds up to standards very well.
I didn't even need to do any memory management which was pretty cool :)
I think so. Nim is very fast. Easy interface with existing c/c++. If you go custom engine route its a really good choice.
If we want to use Nim with Unity ... it might not work as well.
For most small teams the important things in games are art, gameplay, distribution channels and ready to use framework. So, the language and even the framewrok are tiny pieces of secondary importance in the whole picture.
And for small commercial games probably the best choice would be Unity, with its huge supply of art, tutorials and even ready to use games when you only need to plug your art assets and tune the engine a little bit.
But, if you do it for fun, the important things are that it should be fun to develop and fun to play.
Here are some interesting and actually playable games with nice graphics on github, I guess it would be easier to convert it to Nim with arts and gameplay already created than re-create everything from scratch
Tactical TBS in Rust https://ozkriff.itch.io/zemeroth https://github.com/ozkriff/zemeroth
Breaking The Tower (god-like simulation) made by creator of MineCraft in his early days, has very tiny code implementation in Java https://www.youtube.com/watch?v=Dp0qJsWaiX0 https://github.com/al6x/BreakingTheTower
WarCraft 2 clone (really awesome, but also huge) https://store.steampowered.com/app/370070/Wyrmsun https://andrettin.github.io