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”There are technical reasons for this (high cost of inner interpreter overhead, lack of dynamic memory allocation, program structure that makes it difficult to work in large teams)”

I think none of those have much to do with real time, per se.

Inner interpreter overhead may affect performance, but a real time game need not perform well.

Lack of dynamic memory allocation can’t be an issue, as one can always implement it in Forth.

I don’t contest that difficulty to work in large teams is an issue with Forth, but that doesn’t affect ability to write real-time games; it affects ability to write large/complex games.




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