This just in -- "[MORE PROGRAMMING LANGUAGES IN GODOT, WANT TO 
HELP?](https://godotengine.org/article/godot-getting-more-languages)" \--

> There currently is a lot of demand for additional languages, such as Java, 
> Haxe, Swift, Object Pascal, etc. **As Godot 2.2 will focus on new languages, 
> this a great time to help us develop and improve the binding API.** Of course 
> it may seem like a challenging effort.
> 
> Officially, our supported languages for now will be GDScript, Mono, 
> VisualScript and C++. **If you want to help integrate another language, you 
> should first of all contact us** (see contact info at the bottom of the site 
> or use IRC: [#godotengine-devel on 
> Freenode](https://webchat.freenode.net/?channels=godotengine-devel)).

I think Nim would be a perfect fit for Godot. Nim already has a focus on game 
programming, and I think some people involved in Nim are doing [3D immersive 
environments](http://forum.nim-lang.org///www.3dicc.com/), [scientific 
visualization](https://en.wikipedia.org/wiki/Scientific_visualization), etc. 
And Godot already has a preference for Pythonic syntax with 
[GDScript](http://forum.nim-lang.org///docs.godotengine.org/en/latest/reference/gdscript.html),
 their default scripting language.

* * *

On a separate topic, I'd also like to quote this (from the same article):

> Truth is that Mono is very well made, has excellent, modern binding 
> extensions (the complete opposite to Java/JNI) and supports multi-threading 
> just fine. As a result, it should integrate smoothly into Godot. The only 
> reason **we did not want to go this route in the past was due to license 
> restrictions, but this ceased to be a problem a few months ago when Microsoft 
> acquired Xamarin and relicensed Mono under the MIT license**.

That's exactly what I was [talking 
about](http://forum.nim-lang.org///irclogs.nim-lang.org/28-12-2012.html) when 
(back in 2012) I 
[nagged](http://forum.nim-lang.org///libman.org/img/bak/20160423-license-nagging.png)
 Araq to s/GPL/MIT/! :D 

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