@cybereality said:
Can you share some things that would be possible or easier in nim versus GDScript?
My reasoning stems from general observations as a relative newb:
(nim-lang is just as familiar/appealing for a newb, yet surpasses GDScript in capability in the long run.)
I. nim-lang just hit version 1 in 2019
Thus alleviating corresponding fears around stability
ie: nim may have been discounted in the past, but newly become an option (and as they are transferring to 4.x)
II. nim not only resembles GDScript and thus Python, it is a full language like C++
Thus it is easier to pick up its scripting aspects coming from the most popular programming language for newbs
It makes less sense to adopt GDScript, only to have to learn C++/C# in order to deepen your game dev
III. nim has custom garbage collection options, and is said to be good for gaming
IV. nim might be easier, faster, and prettier than C#
V. Switching from GDScript to nim-lang will come with the benefits of an existing community
The Godot devs are putting energy into GDScript, when it will not be as featurefull as nim-lang. The same effort could be used to replace GDScript with nim-lang that already has a lot of functionality.
Godot and nim-lang could be part of a synergistic community effort <3 as is the spirit of open source lovy dovy stuff.
VI. Adoption and popularity and marketing.
* If you build it, they will come.