Example request
Can you elaborate an example like `code in GDScript` and `same code in godot-nim`.
I have a vague idea, how it would look like, but not quite sure i'm right. Of cource I may apply try and see approach, but i'm quite positive on that i'm not the only one with such problems.
For example:
From Jaynam tutorial https://www.youtube.com/watch?v=kc-zJnRvPUY
```GDScript
extends Camera

export var distance = 12.0
export var height = 4.0

func _ready():
	# Called every time the node is added to the scene.
	# Initialization here
	set_physics_process(true)
	set_as_toplevel(true)  # Independant from the parent position


func _physics_process(delta):
	var target_position = get_parent().get_global_transform().origin
	var camera_position = get_global_transform().origin
	var up = Vector3(0, 1, 0)

	var camera_offset = camera_position - target_position

	camera_offset = camera_offset.normalized()*distance
	camera_offset.y = height

	camera_position = target_position + camera_offset

	look_at_from_position(camera_position, target_position, up)
```
will be transformed to 
```nim
some code
```
And also you need to add script, choose NativeScript, choose class name from nim code, and (some other things)
____________

This things are pretty simple, i'm almost sure it all revolves around `gdobj` macro, but there are some unclear points.
Like name translation rules (CamelCase to underscore_delimited and back), using inherited procs (like `look_at_from_position` in this ex.), using methods of GD core objects (like `Input.is_action_pressed`) and so on. Then do i need to write custom  `toVariant/fromVariant/godotTypeInfo` and then it may be crated automatically (and is there any such case)?
All of this questions may be solved by simple but throughout example. Step-by-Step, from binding to the editor object till running scene.
This may be a little boring for you, but it will greatly help people who start their very first godot+nim project. 