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This binding could be very useful for Nim game devs! I suppose we're few... I could try to update this myself and submit a PR, but I haven't used BGFX yet, and I'm concerned I would do a poor job if I didn't take a long detour to learn it in C first, and I'm not sure if fixing this up would be a big job or a small one for someone already familiar with BGFX. '^^
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Nim has went through several updates and I transitioned in that time too. I don't really see a reason to maintain this package, but it also doesn't take very much to create binding for a C/C++ library in nim. There's also better ways to do it now too, like using Nimterop to get BGFX's source files and creating the bindings dynamically at build time. Branimir also changed the code to support IDL. I really should've bothered to make a script when I made this but I was stubborn. If you want to create a new pull request or fork this, you or anyone has permission.
It's a tedious process making the binding like I did. So, if I had to do it today I would look up how to use nimterop, or create a nim script that interprets the header files or use the new IDL. I might spend one of these evenings looking into it myself because I do like nim. We'll see.
Understandable! Thank you for the tips and leads! Hitherto, any bindings I've done have been written manually, which is less than ideal for most things. '^^
This binding could be very useful for Nim game devs! I suppose we're few... I could try to update this myself and submit a PR, but I haven't used BGFX yet, and I'm concerned I would do a poor job if I didn't take a long detour to learn it in C first, and I'm not sure if fixing this up would be a big job or a small one for someone already familiar with BGFX. '^^
The text was updated successfully, but these errors were encountered: