thanks for this reference @Genava55, I think I have read in the past, looking now I see the same stuff, correct me if am I wrong, but it was basically a developers preference of language, which I agree in part, but the simplicity of Lua is so good that we can build our own conventions, and the scripting part of a game should be simpler, not a bloated object language like JS, and now TS which build complexity over the top of things.
I like the remark of @Stan`
and I believe he is talking about vanilla Lua, luajit I believe could be more closer to c/c++ performance once optimized and jit enabled.
as you were talking about bottleneck, I cant see any with proof in hands but I see a lot of issues with 0ad open for hours and you start to see a lot of memory issues and warnings popping out in the logs, idk for sure if it is related to JS integration and leaking stuff but I think in the long run Lua could be more lighter and well rounded with memory and stuff - ffs Lua source and documentation is a little over 1 mb hehehe
but I think I will finish my remarks about language wars here, I was much more interested in push a support for Lua in the "core" and these others things we can discuss in the future when we have more material proof to discuss.
thanks @Seleucidsfor the tips, I will start there and put remarks and failures here so we can proceed with development
thanks !