I'm convinced FV didn't have any other goal than trolling when s/he created this thread.
Still, I feel like answering that last post of his/her.
The main two characteristics of games are these: they are a lot of code, and their results have to be visible in real time or not at all, which means they have to be reasonably efficient.
Sure, you can go and write it in Scheme or whatever else you want, and it will probably be okay, at least for a while. Just keep in mind that if any slowdowns caused by the code exist, they will only appear once the codebase becomes large enough. At that point you'll very likely be well beyond the point of no return and have only two choices: optimize or scrap. If you can't optimize or you've optimized as much as possible and it's still not enough then that's it. The time you spent on the code is a total loss and you have to start over in a different language.
Professional game developers don't write in C and C++ because it's cool or anything like that. They do it because both languages were designed with efficiency in mind, which means it's impossible, or at least very hard, to fuck up so bad that the entire project has to be scrapped.
Ease of learning is not a valid argument. Only the project participants and the compiler need to know the language.
In any case, all of /prog/ knows how to read C.
Security is not the main concern in game development. A game with a few memory errors that runs smoothly is preferable to an airtight game that will run smoothly in ten years.
There are tools to find both buffer overflows and memory leaks in C/++ code, so that's not even a problem.
There are two options (that I know of, anyway) to write 3D applications: OpenGL and Direct3D. There doesn't appear to be any difference in neither performance nor hardware support, so the only real difference is OS support. OpenGL runs on practically anything and Direct3D runs only on MS platforms and sort of runs on Wine. A game that runs on anything is technically superior to a similar game that only runs on the platform X, regardless of the market share of said platform.
This is meant as advice for writing an actual game that will be intended to be played, and not what was presented on
>>5, which is just a troll.
If the project is intended to be merely masturbatory, then none of the above applies. The "game" can be written in anything, as much time as possible should be spent reinventing wheels, and the code will try to use the most complicated approach to solve any problem, rather than the most efficient or simple.