I've been down the TS->C++ road a few times myself and the big issue often comes up with how "strict" you can keep your TS code for real-life games as well as how slow/messy the official TS compiler has been (and real-life taking time from efforts).
It's better now, but I think one should probably directly target the GO port of the TS compiler (both for performance and go being a slightly stricter language probably better suited for compilers).
I guess, the point is that the TS->C++ compilation thing is potentially a rabbit-hole, theoretically not too bad, but TS has moved quickly and been hard to keep up with without using the official compiler, and even then a "game-oriented" typescript mode wants to have a slightly different semantic model from the official one so you need either a mapping over the regular type-inference engine, a separate on or a parallell one.
Mapping regular TS to "game-variants", the biggest issue is how to handle numbers efficiently, even if you go full-double there is a need to have conversion-point checking everywhere doubles go into unions with any other type (meaning you need boxing or a "fatter" union struct). And that's not even accounting for any vector-type accelerations.