Those Three.js demos are awesome, particularly the WebGL stuff.

The embedded runtime solution I'm proposing would absolutely add value
on two major points.

1) Better programming languages and associated tooling. JavaScript is
so popular because it's absolutely universal on the client side, but
developers pretty much universally prefer other languages. Static
languages in particular lend themselves to far better tool support.
Additionally JavaScript has a terrible modularity story when it comes
to using third party libraries.

2) Runtime performance. This is huge. That was the biggest gripe about
the JVM in this thread. But the JVM performance is an order of
magnitude better than what you get on JavaScript even with the new
generation of super browsers and cutting edge JavaScript runtimes.

Those WebGL demos look awesome, but notice that they mostly show
single scene rendering that is happening predominantly in the native
OpenGL layer just like a C/C++ game or a Java game with JOGL like
Wakfu. When you need to add scene level processing or AI/physics/game
logic on top of that, then you start to see the impact of JavaScript.

The JVM runtime delivers performance much closer to C/C++ than
JavaScript.

If you want evidence, read this, which does some physics engine
benchmarks on C/C++, Java, and JavaScript (in all major browsers):
http://blog.j15r.com/2011/12/for-those-unfamiliar-with-it-box2d-is.html

These two issues are just too large to stick with JavaScript for games
and similar intensive 3D applications.

"This won't end well."

JavaFX 2's adoption among game developers won't end well. But overall,
the options for developers and users are super bright. I'd just like
to see the more exciting parts of the Java ecosystem (tooling + alt
languages) connected to it.

Google has a much better finger on this issue as you can see with NaCL
and WebGL and even Dart (I'd way prefer Java/Scala/Kotlin/Clojure).

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