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lmariscal committed Jul 17, 2019
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**Note: for support questions, please use stackoverflow or irc**. This
repository's issues are reserved for feature requests and bug reports.

* **I'm submitting a ...**
- [ ] bug report
- [ ] feature request
- [ ] support request => Please do not submit support request here, see note
at the top of this template.

* **Do you want to request a *feature* or report a *bug*?**

* **What is the current behavior?**

* **If the current behavior is a bug, please provide the steps to reproduce and
if possible a minimal demo of the problem**

* **What is the expected behavior?**

* **What is the motivation / use case for changing the behavior?**

* **Please tell us about your environment:**

- Version: [ 0.3.6 | 1.0.0 ]
- OS: [ Windows | MacOS | Linux ]
- Bindings: [ OpenGL | GLFW | ImGui | STB | Vulkan ]
- Backend: [ C | CPP ]

* **Other information** (e.g. detailed explanation, stacktraces, related issues,
suggestions how to fix, links for us to have context, eg. stackoverflow,, documentation etc)
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**Please open the Pull Request in the individual submodule repo.**

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<p align="center">
<a href="">
<img width="120" height="120" src="">

<h3 align="center">Nim Game Library</h3>

<p align="center">
A collection of bindings for popular libraries<br/>
Mostly used in computer graphics
<a href=""><strong>Explore the docs »</strong></a>
<a href="">
<img src="">
<a href="">
<img src="">

## Table of Contents

- [About](#about)
- [Getting Started](#getting-started)
- [Installation](#installation)
- [Usage](#usage)
- [Green Window Example](#green-window-example)
- [Contribute](#contribute)
- [Supported Bindings](#supported-bindings)
- [Roadmap](#roadmap)
- [Gallery](#gallery)
- [Contact](#contact)
- [Credits](#credits)
- [License](#license)

## About

NimGL (Nim Game Library) is a collection of bindings for popular libraries,
mostly used in computer graphics. *A library of libraries.*

This collection of bindings is heavily inspired by LWJGL3, it enables low level
access and it is not a framework, so we highly encourage you to use a game
engine if you do not have experience working with low level graphics
development. This bindings contain several optional helper procedures to help
with the development and to better suit it to the language.

## Getting Started

We highly recommend using a Nimble project to easily add requirements such as

### Installation

1. Install Nimble, it comes pre installed with Nim. If you want to use the
development NimGL version you must use a version older than 0.10.2,
specifically anything after hash `7c2b9f6`
2. Directly install via Nimble
nimble install nimgl # nimgl@#1.0 to use the development version
3. (Optional) Add it to your .nimble file
requires "nimgl >= 0.3.6" # nimgl >= 1.0.0 if using the development version

It is currently being developed and tested on

- Windows 10
- MacOS Mojave
- Linux Ubuntu 18.10

### Usage

Please refer to each binding documentation to further understand its usage.

### Green Window Example
import nimgl/[glfw, opengl]
proc keyProc(window: GLFWWindow, key: GLFWKey, scancode: int32,
action: GLFWKeyAction, mods: GLFWKeyMod): void {.cdecl.} =
if key == keyESCAPE and action == kaPress:
proc main() =
assert glfwInit()
glfwWindowHint(whContextVersionMajor, 3)
glfwWindowHint(whContextVersionMinor, 2)
glfwWindowHint(whOpenglForwardCompat, GLFW_TRUE) # Used for Mac
glfwWindowHint(whOpenglProfile, GLFW_OPENGL_CORE_PROFILE)
glfwWindowHint(whResizable, GLFW_FALSE)
let w: GLFWWindow = glfwCreateWindow(800, 600, "NimGL")
if w == nil:
discard w.setKeyCallback(keyProc)
assert glInit()
while not w.windowShouldClose:
glClearColor(0.68f, 1f, 0.34f, 1f)

## Contribute

Your contributions truly mean the world to this project, if you are missing some
procedures, bindings or functionality feel free to open an Issue with the
specification and some example on how to properly implement it. For the
adventurous also feel free to open a Pull Request which will be greatly
Thank you so much :tada:

Read the [Contribution Guide]( for more information.

## Supported Bindings

| Library | Description |
| [GLFW][glfw-url] | Create multiple windows, handle user input (keyboard, mouse, gaming peripherals) and manage contexts. Also features multi-monitor support, clipboard access, file drag-n-drop, and much more. |
| [OpenGL][opengl-url] | Open Graphics Library is a cross-language, cross-platform application programming interface for rendering 2D and 3D vector graphics. NimGL only supports modern OpenGL. |
| [ImGUI][imgui-url] | Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. |
| [stb_image][stb-url] | Image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC |

## Roadmap

Goals for before June of 2020:

- Implement automatic generation for all bindings, if not possible at least
facilitate its manual modification.
- Add better documentation for each binding.
- Add Vulkan into the mixture.
- Create optional helper functions for each binding to further facilitate
- Make a thesis paper in Spanish and do my best to translate it to English.
- CI integration with Travis

You can read a small post about the future of the project

## Gallery

Please let me know if you want to be showcased or removed from here.

chip-8 emulator by [@kraptor](
<img src="">

## Contact

Leonardo Mariscal - [@thelmariscal]( - leo at
ldmd dot mx

You can also contact me through the official Nim IRC channel
[FreeNode#nim](irc:// as `lmariscal` where I will be notified.

## Credits

Developed by [Leonardo Mariscal]( and all the amazing
contributors in GitHub.

Heavily inspired by [LWJGL3]( and

Each binding contains a small credits comment at the top of the file, but in
general thank you to every contributor of each individual library used in this
project :rose:.

## License

[MIT License](

NimGL is open source and is under the MIT License, we highly encourage every
developer that uses it to make improvements and fork them here.


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