hi nimmers, new here, new to nim. attracted by the py syntax and interested in gamedev. my 2 major concerns/questions right now are: - how are build (compile+link) times? I'm always aching to return to the rapid-iteration speeds of the ole DOS-based TurboPascal compiler back in the late 90s I first started on, on 486 processors to boot! Golang build times for sizable projects are just barely bearable for me (of course tiny ones are superfast but who ever stays tiny?). C/C++ feels like a crawl, drives me mad. Low "flow" state. Zig also was too molasses for me back when I dabbled in it in 2020. (But anyway at v0.14 in 2025 it looks like a "perma-WIP noodling&doodling project" from my current vantage.) So build times — is this a priority with Nim? - I saw a line on your homepage that it compiles to C/C++/JS. The C++ thing would bode well for my need to build upon and integrate the vast ecosystem of high-quality, high-perf, high-maturity FOSS libs out there for gamedev, from Vulkan-supporting rendering to asset processing to NPC "AI" to sound etc. (In fact I'm aiming to build upon WickedEngine, unless the Nim space has a comparable contender, which I'm not expecting but happy to be proven wrong.) Is there a zero-overhead C++ bindings/interop story here? Tall order I know, but "compiles to C++" made me wonder whether there might be, and how smooth it might be integration-wise (think VSCode autocomplete / hover-docs etc)