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What are you working on?

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?

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5 comments
  • Also on Kbin, I see all posts but the 2 oldest (older Nim version, sortplz).


    Not a project (sorry) but installed Naylib (Nim bindings for Raylib) and am not sure what to do (especially for something that I will continue making content for) to have projects I am motivated to do. Some of the issue is that I want an editor for the boring stuff, though I've been thinking about procedural or external assets that might make it bearable. Though not sure if I'll get the type of setup I'm expecting.

    I mostly want something not based on textures. So polygons, but I'm not sure if I would be better off making(pasting) a basic 2D polygon editor (or only using basic shapes) and possibly integrating it into a tilemap, or if I should go with basic 3D (possibly with some other 3D tilemap editor?) as I expect that to have better support for vertex/face colors. Also I want the game to be maximizable (particularly without bars, that seems more possible with tilemaps or 3D).

    Note that I have lurked with programming for a while, the last thing I did was a simple (92 LoC) game book reader (custom format) with Nim(+Owlkettle) last may. That again was a problem of content.

    EDIT: With Naylib I got a triangle that rotates with the mouse wheel (relevant for an idea I had) but now seeing polygons can't do collision like squares/circles(?) (which, not directly related but kind of generally not good).

    • Hey, I created something. It's like XPM but instead it's to define polygon vertices in the proper order. I have a text file (first line is number of verts, 0 is origin):

      11
      
             1        
      
      3             9
      
           2   A      
      
             0        
          4     8     
      
             6        
      
      5             7
      
      

      Code and result in attached screenshot.

      I'm not sure how practical it is (rotation, collision, resized-window-friendly placement etc.) or if I'd be better off with something else (that allows vertex colors too? Godot4 would be ideal if the bindings were there, here's an animated eye I made with Godot4).

      For the format though it might be better if I could have it in the code file (can I have a 16x16-or-bigger matrix?) rather than reading line-by-line. And either way it'd look better with a truly square font (see also Square is a TTF font intended for roguelike games).

      @cacheson

      • Huh, that's cool. My own experience with this stuff is pretty sparse. I learned a bit of OpenGL 2.0 about 20 years ago, and never quite got to the point of understanding model files. My "models" were just arrays of 3d vertices that I adjusted by hand.

        OpenGL 3.0 and onward are totally different from 2.0, so I had to basically relearn everything. Mostly I used these videos to get caught up, though I didn't get all that far in. One of them covers Blender OBJ model files, though that may be too heavy for your purposes. Are you just doing 2D? I'm not aware of any formats for that... SVG maybe? Also likely overkill. You might be able to make 2D stuff in Blender, but I've never used it.