Not so shocking, only in this particular case. If you take my first code with huge values for i Java will crawl again, but then no one will ever need such high values for sin and cos ;)
It's all about optimizing, but I think nowadays nearly every language is fast enough it's more a 'what language is the most usefull for this project?'. That's why I used Blitz3D for an architectural walkthrough but will probably use Processing for my next project which will need good networking stuff, no fullscreen, easy 3d, but lots of math and easy connections between many clients and a server and easy plattform portabiliy. I may eventually change later maybe, but for rapid prototyping Processing is fantastic. It's like and nice and easy framework with all Java power underneath if you need it. And working pure OOP is always beneficial. But would I do a full game with Processing or Java? no, then I would personally use BlitzMax probably.
It's all about optimizing, but I think nowadays nearly every language is fast enough it's more a 'what language is the most usefull for this project?'. That's why I used Blitz3D for an architectural walkthrough but will probably use Processing for my next project which will need good networking stuff, no fullscreen, easy 3d, but lots of math and easy connections between many clients and a server and easy plattform portabiliy. I may eventually change later maybe, but for rapid prototyping Processing is fantastic. It's like and nice and easy framework with all Java power underneath if you need it. And working pure OOP is always beneficial. But would I do a full game with Processing or Java? no, then I would personally use BlitzMax probably.