Re:Urho3D – C++ game engine with HTML5 examples
by girvo on Monday June 15, 2015 @03:53AM
(#9718044)
Oh wow, that's impressive. I'm guessing it was relatively simple to generate full bindings because it's already been written to have bindings for Lua and Angelscript? I assume that means the authors avoided fancy C++ code so that binding generators work correctly?
Re:Urho3D – C++ game engine with HTML5 examples
by gokr on Tuesday June 16, 2015 @03:22AM
(#9724237)
From what I have heard from Araq (who maintains Urhonimo) Urho3D does use some fancy C++ stuff, so it took a bit of work to improve c2nim to handle it. Also, unless I made that clear, the Lua/AngelScript "bindings" are not full bindings of Urho3D - instead they are integrated as scripting engines within Urho3D, although a pretty deep integration and with tons of examples.
And oh, Urhonimo was yesterday upgraded to Urho3D 1.4, but Araq needs to ... clean it up and push it :)
Re:Urho3D – C++ game engine with HTML5 examples
by gokr on Tuesday June 16, 2015 @03:16AM
(#9724227)
No, Urhonimo is not integrating Nim as a "scripting engine" - its a full wrapper of the whole Urho3D C++ library. So its much more complete and allows you to write anything you could write in C++. Modulo bugs we haven't fixed yet ;).
The wrapper is mostly automatically generated using c2nim.
https://github.com/3dicc/Urhonimo http://forum.nim-lang.org/t/870