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I mean "native" in terms of what's supported by the language itself, out of the box.

C and C++ offer -at a minimum- the following numeric types:

* signed and unsigned integers in a variety of widths

* 32 and 64-bit floating point numbers

JavaScript offers:

* 64-bit floating point numbers

When performing integer math, JavaScript's numeric type is only safe for arithmetic operations between -((2^53)-1) and +((2^53)-1).

Now that we have that out of the way, my original question remains unanswered. :)



In general 54-bit signed ints are enough for games. Floats are more common for math.


Cool.

Many contemporary games are multi-threaded out of necessity. How would you deal with JavaScript's single-threaded, single-process model of execution? Experimental features like Web Workers?


No disagreement on that one! If your application must be multi-threaded, it does make sense to write it in a language with proper multi-threading support.


nod nod I just wish irascible would come back. I was interested in hearing what -from his 25 years of game development experience- makes him feel that "Rewriting any game in javascript is imho a great idea.".

I'm obviously missing something, and I was looking for the benefit of his insight.




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