> Is there any inherent reason why you couldn't write a performant game in ClojureScript
From the parent:
if you want to run at a reasonable framerate you need to perform quite some logic in about 16 milliseconds[...] simply "iterating" over a seq made of a hundred elements in Clojure apparently takes more time than that.
But that was the point - you can write it cleanly in ClojureScript, experiment, find bottlenecks, then drop down to Javascript for the tight parts, and clean it up (beautifully) with macros.
There's obviously a tradeoff here with immutability/correctness/speed, but when you need to iterate over thousands (or hundreds of thousands) of items, you can get 'native' speed when you need it.
Is there any inherent reason why you couldn't write a performant game in ClojureScript, if you took the time and energy to focus on performance and polish as much as with other games?
I don't think the point of these articles is "if you want to write a game better do it in Clojure with CES" but "look at this interesting programming concept"