With XNA running on the Xbox 360, reflection is the least of your
worries. The runtime uses a very poor non-generational mark-and-sweep
collector. At the rate of memory allocation in a typical Clojure
program, you would be faced with constant GC hitches. Even people
writing XNA games in C# (where idiomatic code is much less allocation
intense) have to be very careful with allocations and will tend to use
preallocated object pools for virtually everything.
-Per
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