Just to add to this, the Cocos2d team has been advising developers to use the Javascript bindings since the last half of last year. The same codebase can be written and deployed cross-device and to the web with Cocos2d-html5.
With Spidermonkey and the bindings wrapping native implementation of Chipmunk physics lib, etc. the performance is great.
I've had proof of concept working with ClojureScript on Cocos2d-x for a couple weeks now.
Good code always comes with the requirement of figuring out which bits to optimize. OP seems to be confused if he thinks none of the bits in a game can be delegated to higher layers.
With Spidermonkey and the bindings wrapping native implementation of Chipmunk physics lib, etc. the performance is great.
I've had proof of concept working with ClojureScript on Cocos2d-x for a couple weeks now.
Good code always comes with the requirement of figuring out which bits to optimize. OP seems to be confused if he thinks none of the bits in a game can be delegated to higher layers.