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"It's a difference of size, not of complexity."

Again, no. "Scripted elements" is waaaay too broad, and includes elements for purely procedural work (move here, say these lines, move here, etc.).

Your example of Crash Bandicoot, by the way, isn't great--GOOL was compiled down into a form that shipped with the game. It wasn't dynamically compiled from external sources by the engine during runtime, unlike what we have to deal with with Javascript. Same criticism applies to Jak and Daxter with GOAL.

"Lisp, Scheme, and Lua are every bit as complex as Ruby, Python, JavaScript"

Scheme and Lua, certainly not--just compare their BNF grammars, much less their actual use. If by Lisp you mean Common Lisp, well, you have a point, but otherwise nope.

As for the rest, I don't ignore the assertions; it's just that the fine difference between "can support" and "must support" is apparently lost on most folks. Additionally, points on loading are all sidestepped by you folks ignoring that, as part of the browser, that flexible loading must happen, whereas in the engine you can assume the tools pipeline (you know, the 3DS plugins or whatever) have already done the work.

And then, for all that, people are still complaining about the platform of the browsers when all of there examples are of shitty and slow web apps running on it. It's like they've never seen badly-performing maps in a game engine, or a shitty Unity game which isn't optimized properly.

I'm trying to help educate folks here by clearing up misconceptions, but it's rather uphill.



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