I gave a similar presentation at GDC this year. Same conclusion, slightly different supporting details. If you're interested: <a href="http://www.slideshare.net/chadaustin/multiplatform-c-on-the-web-with-emscripten-18258801" rel="nofollow">http://www.slideshare.net/chadaustin/multiplatform-c-on-the-...</a>
Floh's website is at <a href="http://www.flohofwoe.com/" rel="nofollow">http://www.flohofwoe.com/</a> and he's got links to demos of using Emscripten there as well as some other interesting stuff.
C++ is awesome, but I kinda went the other way with my stuff for more flexibility. JavaScript as the main programming language and C++ only for the performance and driver access bottlenecks. (More info: <a href="http://multiplay.io" rel="nofollow">http://multiplay.io</a>)
emscripten is absolutely awesome. Some time ago, I used it to port libmp3lame to JavaScript to encode MP3 files in the browser: <a href="https://github.com/akrennmair/speech-to-server" rel="nofollow">https://github.com/akrennmair/speech-to-server</a>
I'm just not getting it. I understand the whole "let's make JavaScript the assembly language of the web", but "real" games (not 1987ish 2d scrollers) seem to have an uphill battle in the browser. IE probably won't ever implement WebGL, and even if it did, what's the point? I can point and click on Steam and download 20+ gig for some MMO. How's that suppose to work in the browser?<p>Can we take baby steps, and get really rich, hardware-accelerated UIs (maybe canvas based), WebSockets, a nice debugging experience (source maps), etc... before we're trying to play Crysis 3 in the browser.