If you want to hear my personal thoughts on the JavaScript backend, I hope that [WebAssembly](https://webassembly.github.io) will make the need for a JavaScript backend completely irreleval at some point in time in the future, but I do not know when that will be the case. But that's more a hope than knowing anything. To answer your questions.
* The current OpenGL wrapper is a pure wrapper around the C bindings. I think you would at least need to put in some work, to make the wrapper work with webgl, if not write an entirely new wrapper, in case you are on the webgl platform. * Macros are very powerful, and they will devinitively allow you smooth out the database integration. It all depends on how much intelligence you want to put in there. And then the question you did not ask: Do you think it is a good idea to compile an OpenGL application to JavaScript? * Generally, no. The problem with OpenGl application, or at least Games, is that they are real time applications, and you really do not want to miss frames. The problem with JavaScript, and all other gc languages is, that garbage collection freezes the application depending on how much memory you have. You might miss frames, and you won't be able to do anything about it. Smaller heaps can solve the problem, but that's something you do not have control over. In short the javascript version of the game will behave differently in respect to performance optimizations compared to the c version. Also the JavaScript version will consume a big amount of memory more than the C version, just because of the nature of Javascript, that everything is a reference type. This can all be a non-issue for you depending on the complexity of your app.