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niv
neverwinter.nim
NWScript2020–2020
niv / neverwinter.nim

neverwinter.nim

CLI tools and nim library used in Neverwinter Nights: Enhanced Edition development

3Distinct people
3Mentions
0Explicit recommenders
154GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

CLI tools and nim library used in Neverwinter Nights: Enhanced Edition development

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by week3 dated mentions

Observed mentions: 2020-05-28 15:36:41 UTC to 2020-10-16 17:11:30 UTC. Weeks start Monday, UTC.

012020-05-25 00:00:00 UTC to 2020-06-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsMay 252020-06-01 00:00:00 UTC to 2020-06-08 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-06-08 00:00:00 UTC to 2020-06-15 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-06-15 00:00:00 UTC to 2020-06-22 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-06-22 00:00:00 UTC to 2020-06-29 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-06-29 00:00:00 UTC to 2020-07-06 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-07-06 00:00:00 UTC to 2020-07-13 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-07-13 00:00:00 UTC to 2020-07-20 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-07-20 00:00:00 UTC to 2020-07-27 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-07-27 00:00:00 UTC to 2020-08-03 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-08-03 00:00:00 UTC to 2020-08-10 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsAug 32020-08-10 00:00:00 UTC to 2020-08-17 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-08-17 00:00:00 UTC to 2020-08-24 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-08-24 00:00:00 UTC to 2020-08-31 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-08-31 00:00:00 UTC to 2020-09-07 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-09-07 00:00:00 UTC to 2020-09-14 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-09-14 00:00:00 UTC to 2020-09-21 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-09-21 00:00:00 UTC to 2020-09-28 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-09-28 00:00:00 UTC to 2020-10-05 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-10-05 00:00:00 UTC to 2020-10-12 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-10-12 00:00:00 UTC to 2020-10-19 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsOct 12

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
May 252020-05-25 00:00:00 UTC2020-06-01 00:00:00 UTC101
Jun 12020-06-01 00:00:00 UTC2020-06-08 00:00:00 UTC000
Jun 82020-06-08 00:00:00 UTC2020-06-15 00:00:00 UTC000
Jun 152020-06-15 00:00:00 UTC2020-06-22 00:00:00 UTC000
Jun 222020-06-22 00:00:00 UTC2020-06-29 00:00:00 UTC000
Jun 292020-06-29 00:00:00 UTC2020-07-06 00:00:00 UTC101
Jul 62020-07-06 00:00:00 UTC2020-07-13 00:00:00 UTC000
Jul 132020-07-13 00:00:00 UTC2020-07-20 00:00:00 UTC000
Jul 202020-07-20 00:00:00 UTC2020-07-27 00:00:00 UTC000
Jul 272020-07-27 00:00:00 UTC2020-08-03 00:00:00 UTC000
Aug 32020-08-03 00:00:00 UTC2020-08-10 00:00:00 UTC000
Aug 102020-08-10 00:00:00 UTC2020-08-17 00:00:00 UTC000
Aug 172020-08-17 00:00:00 UTC2020-08-24 00:00:00 UTC000
Aug 242020-08-24 00:00:00 UTC2020-08-31 00:00:00 UTC000
Aug 312020-08-31 00:00:00 UTC2020-09-07 00:00:00 UTC000
Sep 72020-09-07 00:00:00 UTC2020-09-14 00:00:00 UTC000
Sep 142020-09-14 00:00:00 UTC2020-09-21 00:00:00 UTC000
Sep 212020-09-21 00:00:00 UTC2020-09-28 00:00:00 UTC000
Sep 282020-09-28 00:00:00 UTC2020-10-05 00:00:00 UTC000
Oct 52020-10-05 00:00:00 UTC2020-10-12 00:00:00 UTC000
Oct 122020-10-12 00:00:00 UTC2020-10-19 00:00:00 UTC101

What Hacker News says

3 sources
A small perspective insight from a game developer: We (Beamdog) are using nim in production for Neverwinter Nights: Enhanced Edition, for the serverside parts of running the multiplayer infra. nim is uniquely good in providing an immense amount of value for very little effort. It gets _out of my way_ and makes it very easy to write a lot of code that mostly works really well, without having given me any serious traps and pits to fall into. No memleaks, no spurious crashes, no side-effect oopses, anything like that. It's C/++ interop has been a huge enabler for feature growth as well, as we can partly link in game code and it works fine. For example, our platform integrates seamlessly with native/openssl/dtls for game console connectivity. And it all works, and does so with good performance. It is all now a set of quite a few moving compon
Read the rest
ents (a message bus, various network terminators, TURN relays, state management, logging and metrics, a simple json api consumed both by game clients and web (https://nwn.beamdog.net), ...). We're still lagging behind and are on 1.0.8, but that is totally fine. It's tested and works, and there's no real incentive to move to 1.2 or 1.4 - yet! Usage for our game has expanded to provide a few open source supporting utilities (https://github.com/Beamdog/nwsync) and libraries (https://github.com/niv/neverwinter.nim/) too. The good part about those is that they are cross-platform as well, and we can provide one-click binaries for users. OTOH, There's been a few rough edges and some issues along the way. Some platform snafus come to mind, but those have been early days - 0.17, etc. Some strange async bugs had been found and fixed quickly though. Good and bad, at least for me, nim has been a real joy to work with. If I had the chance to message my 3-years-younger, I'd just say "yea, keep going with that plan", as it turned out to save us a lot of development time. I suspect the features we've put in wouldn't have been possible in the timeframe we had, if it would have been all written in, say, C++.
In Nim 1.4
Neverwinter Nights nwsync tools are written in Nim and the source is available to tinker with. I've compiled and used the tools on my FreeBSD box to break apart the modules and prepare them for nwsync distribution (nwsync is used for client/server asset management mostly for persistent worlds, but is handy for just running a one-off server with your buddies). Now you can learn a bit about Nim and have fun doing it :) A couple of links: https://docs.google.com/document/d/1eYRTd6vzk7OrLpr2zlwnUk7m... https://github.com/niv/neverwinter.nim
In Pros and Cons of Nim

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