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