Always, when read about "functional language usage in simulation", I check if OpenGL binding used. Other important things are physics engine and collision engine, because these are more than 90% of all code.
Unfortunately, just as I suspected, this project use OpenGL (nearly all implementations are C++), and C++ collision/physics engine.
So, looks like, in this project, Clojure is used just as high level script to orchestrate all C++ parts, may be later we hear about some game scripting, but for simulators they are not as need as for example for RPGs.
I agree, Clojure is better than C++ for orchestrate, but I have seen so tiny number of art persons familiar with functional paradigm, so this looks like beautiful dead end.
Again, this is really beautiful and respectful achievement for author, but people I seen working in gamedev will not accept such approach.