Ok sorry guys, I was a little hard on the optimization bit, had a long night Saturday night at a wedding, still feeling the effects. :)
To do massive number crunching with super high end cpu's for testing purposes is almost irrelevent, because the amount of cpu cycles the processor can do in a second is huge ... but remember when you have other things in your game that start to slow things down like traversing a bsp tree, a quadtree, a surface, or hiding/unhiding objects etc. then those massive amounts of cpu cycles get eaten up pretty quick.
You are then left with little cpu cycles compared to what you have started with and that is where lookup tables help out, so you can spend those cycles doing other things like AI, hit detection, physics etc..
@Michael: Agreed their are better ways, but Jokers question was about sin/cos and if a lookup table offered any speed increase. Otherwise you are right, maybe we could help joker optimize his code by reduction of code, and un-needed code.
To do massive number crunching with super high end cpu's for testing purposes is almost irrelevent, because the amount of cpu cycles the processor can do in a second is huge ... but remember when you have other things in your game that start to slow things down like traversing a bsp tree, a quadtree, a surface, or hiding/unhiding objects etc. then those massive amounts of cpu cycles get eaten up pretty quick.
You are then left with little cpu cycles compared to what you have started with and that is where lookup tables help out, so you can spend those cycles doing other things like AI, hit detection, physics etc..
@Michael: Agreed their are better ways, but Jokers question was about sin/cos and if a lookup table offered any speed increase. Otherwise you are right, maybe we could help joker optimize his code by reduction of code, and un-needed code.