The talk I did for the NimConf is up: piped.video/watch?v=2uWnsu57… It's somewhat an adv workflow, if you are new to NUE I wont recommend starting with it :P Although I go over an overview of the third person template in Nim :) #gamedev #indedev #unrealengine #nimlang
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Pumped to speak at #NimConf tomorrow about #NimForUE! 🎮 How Nim empowers Unreal Engine devs—don’t miss it! 🚀 #GameDev #UnrealEngine #NimLang #indiedev @nim_lang @UnrealEngine
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Just implemented a way to specify type traits in the NimForUE DSL when creating uStructs. By marking the type with `WithNetSerializer` it will gen the TStructOpsTypeTraits below #unrealengine #ue5 #indiegamedev #gamedev
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One of the cooler features of Nim that many doesnt know about is static introspection. Imagine you want to know the parent of type at compile time. There is no built in function for it, but no worries, it can be implemented like so: 1/2 #nimlang #gamedev #indiegamedev
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Take a look at the manual (nim-lang.github.io/Nim/manua…) the importcpp section. In the experimental one, there is the new stuff (i.e. virtual, etc.) This one also exists: scripter.co/binding-nim-to-c… Bindings for the std: github.com/Clonkk/nim-cppstl @deech presentation: piped.video/d2VRuZo2pdA?si=NZQ7…
Replying to @_jmgomez_
hi I am looking for good tutorials for c++ ffi in nim, some basic stuff, later move to more complicated stuff
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Seems like in UE 5.3 you can no longer use their bp details view thing in regular widgets. On the right, the code in NimForUE to have it back ;) #ue5 #indiegamedev #gamedev #unity
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For those that dont know. Im working in enabling the same workflows in UE but with a twist: the final code is native ;) #ue5 #nimlang #unity #gamedev
Speaking of hot reloading, what surprised me in Godot is that script changes are synced to your running game too. And it happens instantly. Which is kinda amazing tbh. Gotta iterate fast 🏎️
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Just updated the "Why Nim?" section of NimForUE. Notice I dont mention ARC/ORC because the plugin doesnt really uses it much :) #ue5 #gamedev #unity #nimlang
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The code here, plus my prev tweet is all it takes (1:1 with C++) to have a custom viewport in NimForUE for an UAsset/UObjet. C++ version would be roughly 8 files plus the need for restarting the Editor ;) Will add some ad hoc editing next #nimlang #ue5 #gamedev #indiedev
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Close enough :P
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This all it takes in NimForUE to create a custom entry in the menu for your custom Asset. Still a lot of boilerplate that could be reduced further with metaprogramming, but this is 1 to 1 with the C++ API, which usually takes 4 files btw #nimlang #gamedev #ue5 #indiedev #unreal
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Using NimForUE to quickly build UMG's interfaces. Wondering if I should build a DSL #ue5 #gamedev #indiegamedev #UnrealEngine #nimlang
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There is an insane amount of work behind this but it is coming along: Now uClasses can be produced without recompiling at all, and yes it applies to functions too. If anyone know a faster way to produce a new type in UE, please let me know ;) #ue5 #gamedev #indiedev #nimlang
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More uprops supported. It updates faster than I can type :P #gamedev #unrealengine #ue5 #gamedev #indiedev #nimlang
Who has time to leave the code editor to refresh a text box? #nimlang #ue5 #gamedev #indiedev
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Who has time to leave the code editor to refresh a text box? #nimlang #ue5 #gamedev #indiedev
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This is all it takes to create a native blueprint async node in Nim. Of course you could easily make a macro that takes the params from the signature of the actual function that implements the logic, but thats for another day ;) #nimlang #ue5 #gamedev #indiegamedev
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Replying to @juancarlospaco
Yup, it actually is multiple inheritance, this is how the generated code looks like:
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It took a while, but NimForUE just got multiple inheritance aka native UE interfaces working :P #unrealengine #gamedev #nimlang #indiedev
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Got access to Copilot Chat and it does understand NimForUE's DSL pretty well #UE5 #gamedev #indiedev #nimlang
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Relevant code in case it doesnt came up well:
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Check out how easy is to setup a hovered effect in NimForUE by using await/async #gamedev #nimlang #ue5 #indiegamedev
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There you go a native node in Nim: (last one was the Bp's way, which is a bit convoluted IMO) Needed to add support to a few more things, between them the class macro which allows you to define regular cpp classes and override their funcs. #nimlang #ue5 #gamedev #PCG
Started to add experimental support to UE 5.2 so I can play with PCG. You can create nodes in a similar fashion that you can create them in Blueprint but will add a native hook so it's easier to create PCG nodes from Nim #UE5 #nimlang #indiedev #gamedev
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Replying to @__josejuan__
En cuanto al code no, son conjeturas mías xD Pero en general si usan reinforcement learning, lo comenta Sam aqui: piped.video/watch?v=L_Guz73e… Es como muy de cajon, no?
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Started to add experimental support to UE 5.2 so I can play with PCG. You can create nodes in a similar fashion that you can create them in Blueprint but will add a native hook so it's easier to create PCG nodes from Nim #UE5 #nimlang #indiedev #gamedev
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My entry for #notGDC is up "NimForUE current status + a new game changer dev workflow for UE" I go over the current status of things really quick and showcase which I think it's a new cool feature! Go watch, it's just 10 minutes :) Link below #NimForUE #NimLang #UE5 #GameDev
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This is somewhat crazy. I was worried because the compilation times may increase on NimScript after the engine bindings are there, so I did a test: I generated 10k simple functions with this (see the img) Log them into the UE log and copy and pasted it into the script. 1/2
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NimScript (no comp time) is coming along #unrealengine #ue5 #gamedev #indiedev #nimlang
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Cant wait to run benchmarks on Verse and compare it to Nim. Bets anyone? #unrealengine #verse #nimlang #ue5 #gamedev
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Just updated the NimTemplate with the following: Come join us at discord if you want to be up to date with the development of the plugin. We are *really* close to be feature complete discord.gg/smD8vZxzHh #NimLang #UE5 #unrealengine #indiedev #gamedev
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Wow, 4 years already from this. I really need to get back to drawing at some point
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A step closer to replace C++ in NimForUE, with the meta `EarlyLoad` you can hook into UE before the Engine gets initialized which allows you to replace "low level" engine classes. Below an example of one of the most common, the Asset Manager #ue5 #gamedev #nimlang #indiedev
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It was a difficult task but got a POC of Nim running at *runtime* in NUE (yes it will work in games). Which means not compile time at all. #UE5 #nimlang #indiedev #unrealengine #gamedev
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Some Nim awesomeness, just like that you can introspect your own code at comp time to see what types are defined. In this particular case I want to traverse NimForUE so when generating the bindings I can skip those types that are manually bound #ue5 #nimlang #indiedev #gamedev
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A quick test of Nim driving Houdini right inside UE via NimForUE. Yes, that's all the code that you need #Houdini #UnrealEngine #Nimlang #ue5 #gamedev #indiedev #ProceduralArt
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Now NimForUE automatically binds the full reflection API (+ manually imported C++). Did a stress test with the Lyra project and it generated ~165k modules. Being engine the largest that went from 60k LoC to 200K. #nimlang #ue5 #unrealengine #gamedev #indiedev
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Some progress on supporting virtual fns. The const modifier is fully supported, needed to introduce a constcpp pragma in order to do so. It's a bit bloated but hey, you can override fns! #unrealengine #ue5 #gamedev #nimlang
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Someone asked about an example of NimForUE async programming. It's pretty straightforward, the engine loop is connected to Nim's dispatcher so you can use Nim futures. More down the road I will add support to UE dynamic delegates #NimForUE #unrealengine #ue5 #gamedev #nimlang
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New vid, I go over uStructs, HR them in blueprints, using them as variables for uClasses and deriving from FTableRowBase to create our own TableRow from Nim. AFAIK first plugin that allows you do that! piped.video/watch?v=-zc8LcDw… #gamedev #unrealengine #ue5 #unity #indiegamedev
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Someone asked on discord if @nim_lang has something similar to #FSharp type providers. Well, in Nim you can just roll your own. Here is a naive json type provider in a few lines :-P
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Just implemented the basics of virtual function overrides for uClasses. This is a big step because most of the UE APIs are extended using v fns. AFAIK there was no way around C++ for heavily extending UE until Today. I bet Verse cant do it ;) #gamedev #ue5 #verse #unity
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Just uploaded another video going over uClasses and HotReload basics with NimForUE. The vid below is an extract of the Youtube one showcasing how the AST gets moved into the constructor piped.video/j6N6WGt2lO0 #ue5 #unrealengine #gamedev #indiegamedev #madewithunreal #unity
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Just published a video on getting started with NimForUE on Windows My intention is to make a series of short videos covering basic concepts piped.video/watch?v=NuB_PjxV… #GameDev #UnrealEngine #UE5 #unity #indiedev #EngineDev #madewithunreal #nimlang
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Just added support for implementing existing interfaces in NimForUE. AFAIK NimForUE is the only plugin that has it. For now only reflected interfaces but I expect it to work with pure C++ interfaces in the future #unrealengine #ue5 #gamedev #indiedev #unity #madewithunreal
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Blutilities are now supported too. Meaning you can create editor UIs The coolest thing there is when you compile Nim, the editor auto updates itself without intervention. Who want to builds UI with cpp or bp after this? #ue5 #unrealengine #gamedev #indiedev #unity #madewithunreal
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Just published a template to easily get started with NimForUE github.com/jmgomez/NimForUE Video and Mac support coming soon! Nim is about to get better UE support on Mac than C++ (as there is no LiveCoding) #gamedev #ue5 #indiegamedev #unrealengine #unity #indiedev #madewithunreal
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NimForUE version of the Character on the ThirdPersonTemplate vs Cpp. Roughly the same functionality and performance. The C++ version is 2 files and ~200 LoC #UnrealEngine #UE5 #GameDev #indiegamedev #Cpp #indiedev #madewithunreal #nim
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Totalmente. Hice un par de tests y hace programas enteros relativamente complejos:
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Just added support for constructors in the #NimForUE DSL. They behave just like in cpp, you can set your CDO props there Will be adding more sugar into comps soon so you dont even have to define a constructor to init them. #gamedev #unrealengine #ue5 #indiegamedev #indiedev
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So you want to use GameInstanceSubystems in NimForUE? Not a problem, we have you covered! #gamedev #indiedev #unrealengine #madewithunreal #nimlang #code #ue5 #UE5Study
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Nim on the big screen! If you are curious about it, the video is well done and right to the point (even though it left a few features out: i.e. effect system, concepts, etc.) piped.video/watch?v=WHyOHQ_G… #programming #gamedev #code #metaprogramming #python #javascript #language
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Tomorrow at this time (17:00 PM UTC) I'll be talking about #NimForUE at the @nim_lang conf. Session is prerecorded but I will be in the chat in case you want to ask any question :) RT appreciated! #UnrealEngine #UE5 #IndieDev #GameDev #MadeWithUnreal piped.video/watch?v=0b3ixaz2…
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NimForUE just got a new "logo" BTW current status is improving compilation times, but we got a way to automatically bind the whole Unreal API to Nim github.com/jmgomez/NimForUE #gamedev #unrealengine #ue4 #nim #indiegame #indiedev
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