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Repository Details

Yet another raylib Nim wrapper

Naylib

assets/naylib.png

Welcome to this repository! Here you'll find a Nim wrapper for raylib, a library for creating 2D and 3D games. The Nim API is designed to be user-friendly and easy to use.

Documentation

To learn more about how to use this wrapper, you can check out the documentation:

  • raylib - User-friendly library for videogame programming
  • raymath - Mathematical functions for vectors, matrices, and quaternions
  • rlgl - Abstraction layer for OpenGL with immediate-mode API
  • reasings - Smooth animation transitions (based on Robert Penner's library)

If you're familiar with the C version of raylib, you may find the cheatsheet useful.

Installation

To install this wrapper, run nimble install naylib.

Examples

We've also provided some example code to help you get started. You can find it in the accompanying example repository. To compile and run an example, run the command nim c -r -d:release example.nim in your terminal.

Usage Tips

Choosing the OpenGL Graphics Backend Version

To choose a version of the OpenGL graphics backend on desktop, select one of the following options:

  • -d:GraphicsApiOpenGl43 (OpenGL 4.3)
  • -d:GraphicsApiOpenGl33 (OpenGL 3.3 - default)
  • -d:GraphicsApiOpenGl21 (OpenGL 2.1)
  • -d:GraphicsApiOpenGl11 (OpenGL 1.1)
  • -d:GraphicsApiOpenGlEs2 (OpenGL ES 2.0)
  • -d:GraphicsApiOpenGlEs3 (OpenGL ES 3.0)

Note: By default, Naylib will use OpenGL 3.3 on desktop platforms.

If you're compiling on Linux for Wayland, add the -d:wayland flag.

Building for the Web

To compile your code to run on the web using WebAssembly, you will need to define emscripten. Additionally, you will need to create a configuration file. You can find an example configuration file at https://github.com/planetis-m/raylib-examples/blob/main/core/basic_window_web.nims.

Building for Android

Building your raylib project for Android is a bit different than building for desktop. Here are the steps you need to follow:

1. Install OpenJDK, Android SDK and Android NDK by following the instructions on the official raylib wiki:

You can find instructions on how to install OpenJDK, Android SDK, and Android NDK on the official raylib wiki. Here are the links to the instructions for different platforms:

Note that you can use the latest versions of the software. Alternatively, on Arch Linux, you can install the following AUR packages instead: android-sdk android-sdk-build-tools android-sdk-platform-tools android-ndk android-platform(-33).

2. Fork the planetis-m/raylib-game-template repository.

The build_android.nims file allows you to specify the locations of the OpenJDK, Android SDK, NDK on your computer by setting variables in the file. It also contains several configuration options that can be customized to suit your needs, such as the application name and icon or the architecture of the device you are targeting.

3. Run the following commands to setup and then build the project for Android:

Use the following command to set up and build the project for Android:

nimble setupAndroid
nimble buildAndroid

If everything goes smoothly, you will see a file named raylib_game.apk in the same directory.

For a step-by-step video tutorial on getting started with naylib for Android, you can also watch this

4. Install and run the APK on your Android device.

Enable USB Debugging on your Android device, plug it into your computer, select File Transfer, accept the RSA key and install the package with the following command:

adb -d install raylib_game.apk

Now you should be able to run your raylib game on your Android device!

Define a PixelFormat for your custom type

To make your external type compatible with the Pixel concept, you need to define a template named kind that returns the corresponding pixel format for your external type.

For example, if you have a type called RGBAPixel that represents a 32-bit color value, you can write:

from raylib import PixelFormat

type RGBAPixel* = distinct byte

template kind*(x: typedesc[RGBAPixel]): PixelFormat = UncompressedR8g8b8a8

This way, you can use RGBAPixel as a Pixel in your code.

How to properly call closeWindow

While types in Naylib are wrapped with Nim's destructors, closeWindow needs to be called at the very end of the program. However, this can cause conflicts with variables that are destroyed after the last statement in your program.

To avoid these conflicts, you can use one of the following methods:

  • Use the defer statement (which is not available at the top level) or the try-finally block.
initWindow(800, 450, "example")
defer: closeWindow()
let texture = loadTexture("resources/example.png")
  • Wrap everything inside a game object.
type
  Game = object

proc `=destroy`(x: Game) =
  assert isWindowReady(), "Window is already closed"
  closeWindow()

proc `=sink`(x: var Game; y: Game) {.error.}
proc `=dup`(y: Game): Game {.error.}
proc `=copy`(x: var Game; y: Game) {.error.}
proc `=wasMoved`(x: var Game) {.error.}

proc initGame(width, height, fps: int32, flags: Flags[ConfigFlags], title: string): Game =
  assert not isWindowReady(), "Window is already opened"
  setConfigFlags(flags)
  initWindow(width, height, title)
  setTargetFPS(fps)

proc gameShouldClose(x: Game): bool {.inline.} =
  result = windowShouldClose()

let game = initGame(800, 450, 60, flags(Msaa4xHint, WindowHighdpi), "example")
let texture = loadTexture("resources/example.png")
  • Open a new scope
initWindow(800, 450, "example")
block:
  let texture = loadTexture("resources/example.png")
closeWindow()

Raylib functions to Nim

While most of raylib functions are wrapped in Naylib, some functions are not wrapped because they closely reflect the C API and are considered less idiomatic or harder to use. Here is a table that provides their equivalent Nim functions.

Swapping out Raymath

Raylib is designed to be independent of raymath, and it's important to maintain this separation. This allows you to swap out raymath for another vector math library that is available through nimble, including options like vmath, geometrymath, or glm.

However, it's worth noting that if you do decide to switch to a different library, you'll need to have converters in place for Vector2, Vector3, Vector4, Matrix, and their respective counterparts. Here's an example of how you can implement these converters:

converter toVector2*(x: geometrymath.Vector2[float32]): raylib.Vector2 {.inline.} =
  cast[raylib.Vector2](x)

converter fromVector2*(x: raylib.Vector2): geometrymath.Vector2[float32] {.inline.} =
  cast[geometrymath.Vector2[float32]](x)

Overview of Changes and Features

Memory Management of Raylib Types using Destructors

In Naylib, types such as Image and Wave utilize destructors for memory management. This approach not only eliminates the need for manual Unload calls but also offers other benefits, including more reliable and safer memory management, reduced code complexity, and easier maintenance.

Change in Naming Convention

In raylib, various functions have similar names that differ in suffixes based on the type of arguments they receive. For instance, functions like DrawRectangle, DrawRectangleV, DrawRectangleRec, and DrawRectanglePro vary in their suffixes. However, in Naylib, this naming convention has changed. Functions that return Vector2 or Rectangle still follow the previous naming convention, but function overloading is now used for cases that previously employed different suffixes. This allows for a more uniform and intuitive naming convention.

Encapsulation and Safe API for Pointers to Arrays of Structures

Data types that hold pointers to arrays of structures, such as Model, are encapsulated and offer index operators to provide a safe and idiomatic API. As an example, the code snippet model.materials[0].maps[MaterialMapIndex.Diffuse].texture = texture includes a runtime bounds check on the index to ensure safe access to the data.

Mapping of C Enums to Nim

The C enums have been mapped to Nim, and their values have been shortened by removing their prefix. For instance, LOG_TRACE is represented as Trace.

Type Checking for Enums

Each function argument, array index or object field that is intended to employ a particular enum type undergoes type checking. Consequently, erroneous code such as isKeyPressed(MouseButton.Left) fails to compile.

Abstraction of Raw Pointers and CString Parameters

To improve the safety and usability of the public API, Naylib has abstracted the use of raw pointers through the use of openArray[T], with the exception of cstring parameters, which are automatically converted from string. If you encounter a warning related to CStringConv, you can silence it by using the --warning:CStringConv:off flag.

Safer Begin-End Pairs with Syntactic Sugar

To enhance the usability of begin-end pairs like beginDrawing and endDrawing in naylib, additional syntactic sugar has been introduced in the form of templates such as drawing and mode3D. These templates can accept a block of code and offer added safety measures in case of any errors. As a result, even if an error occurs, the program will not be left in an invalid state, as the "end" part will always be executed.

Addition of RArray Type

The RArray[T] type has been added to encapsulate memory managed by raylib. It provides index operators, len, and @ (which converts to seq) and toOpenArray. You can use this type to work with raylib functions that manage memory without needing to make copies.

Working with Bitflags in Nim

Raylib uses bitflags for ConfigFlags and Gesture. To work with these flags in Nim, you can use the flags procedure which returns Flags[T]. An example of this would be flags(Msaa4xHint, WindowHighdpi).

Change in Dropped Files Functions

In raylib 4.2, the functions LoadDroppedFiles and UnloadDroppedFiles were introduced but were later removed. Instead, the older function getDroppedFiles was reintroduced as it is more efficient and easier to wrap, requiring fewer copies.

Using Embedded Images and Waves in Naylib

Use the toWeak* procs to get an WeakImage or WeakWave, which are not memory managed and can be embedded directly into source code. To use this feature, first export the image or wave as code using the exportImageAsCode or exportWaveAsCode procs, and then translate the output to Nim using a tool such as c2nim or by manual conversion. An example of how to use this feature can be found in the example others/embedded_files_loading.nim which is available at https://github.com/planetis-m/raylib-examples/blob/master/embedded_files_loading.nim.

Integration of External Data Types with ShaderV and Pixel

The concepts of ShaderV and Pixel permit the integration of external data types into procs that employ them, such as setShaderValue and updateTexture.

Using IsReady() in Asset Loading

To prevent unexpected behavior or crashes, Load() functions utilize IsReady() to confirm asset loading success and raise RaylibError if an asset is not found. This approach ensures that the program not only logs an error but also immediately takes action to handle it appropriately.

Math Libraries

In addition to porting the raymath and reasings libraries to Nim, Naylib also provides math operators like +, *, -= for convenience.

Alternatives

While we believe that Naylib provides a great option for game development with Nim, we understand that it may not be the perfect fit for everyone. Here are some alternative libraries that you may want to check out:

  • NimForUE - A Nim plugin for the Unreal Engine 5.
  • godot-nim - Nim bindings for the Godot game engine.
  • sokol-nim - Auto-generated Nim bindings for the sokol headers.
  • godot-nim - Godot 4.x bindings for nim-lang (early stage).
  • nico - A Nim-based game framework inspired by Pico-8.
  • p5nim - A processing library for Nim.

For more game development options in Nim, you can check out awesome-nim.

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