@chrisname I do not remember comparing their respective difficulties. I just said that that article might be able to help him. I also do not remember comparing their conversions.
@fredbill in relation to chrisname's comment to you: you could always invent a super-set of the language that allows those kinds of things. Although that would be quite difficult (if not impossible) you could even invent your own language similar to BF that offers the required functionality, and then make c-bindings for a library like SDL and then code your game :)
Yes it is the LONG way around, but it would be educational and give you something to do for the next 6 months (rough estimate, do not quote me).
How does "the complete opposite" fall under "not exactly"?
Also, it wouldn't take six months to implement a brainfuck interpreter which can call functions. One (fitting, IMO) way would be to have the brainfuck code write a NUL-terminated ASCII string that names the function to call (e.g. "glBegin"), then reset the pointer to the start of the string and execute a new operator (say, '$'). An ordinary brainfuck interpreter is a couple of hours. Adding that operator is maybe another hour.