"write it in a slow language, rewrite the performance critical parts in a fast language" is a bit of a trap because it makes it more difficult to predict and therfore plan around performance.
Premature optimization yada yada but when you know this is as fast as it gets you can make calculations and do actual engineering.
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Only have a zero, one, or infinite amount of things yada yada but when you know that you never have more than a thousand sprites on the screen you can make reliable calculations about which performance budget you have for each sprite to consistently get 60fps.
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