It gets transpiled to C++, then G++ handles the backend... The transpiled code is pretty clean, so, G++ chomps it up, performing all it's glorious optimizations on it, so... Yeah, I would say it's nippy.
I've never really felt the need to micro manage or scrutinise that side because of that, I've spent more time tuning the runtime, and that flies along, 100000 entities, 50000 cubes, 50000 spheres, all textured, all rotating. About 48million triangles being handled by the GPU, and still have a nice 61FPS.
There is someone I know creating, what I think, is a Unity/Leadwerks like setup, and advertising 2million triangles at 120FPS, and they are pleased with that... So, given that... You can tell where any new grey hairs are from on my head! :D
I've concentrated heavily on that, and I think I've hit the ceiling really with what I can achieve in terms of the runtimes performance. As it happens, I just had a conversion about that at syntaxboom about it. I've got 76000 lines of code now, split between the IDE, transpiler and runtime, and maintaining it is a nightmare, an acceptable nightmare, but implementing further optimizations, hand on heart, I'll struggle... Obviously there will still be cheapo stuff I can implement, but for AAA-like performances, I'm not in the same book as your Unity's etc, never mind page... I dont need it, I never imagined hitting them numbers anyway, but I have... And I'm happy! :)
Again, the true result will be when people use it, that will determine everything, that's why I've been working on samples, to try and garner how the runtime runs, and, it's doing okay, I think.
Not sure if you have seen, but I've added a few more videos to the mix at syntaxboom:
BambooBasic Gallery - SyntaxBoom
Dabzy