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From what I have heard from Araq (who maintains Urhonimo) Urho3D does use some fancy C++ stuff, so it took a bit of work to improve c2nim to handle it. Also, unless I made that clear, the Lua/AngelScript "bindings" are not full bindings of Urho3D - instead they are integrated as scripting engines within Urho3D, although a pretty deep integration and with tons of examples.

And oh, Urhonimo was yesterday upgraded to Urho3D 1.4, but Araq needs to ... clean it up and push it :)



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