Prof,
I find optimisations come from looking at your code once you've finshed, and you can shave cycles off loops, or indeed remove loops altogther.
For example. You might not need to run AI code for every enemy every loop. You might be able to get away with running 1 ai code per game loop and running through your enemies therefore removing an entire loop from you main loop.
You might find that you're not hiding entities out of view or processing collisions that you will never even consider hitting. All of these things will probably be of greater impact that a lookup of sine and cosine.
That's just me though.
I find optimisations come from looking at your code once you've finshed, and you can shave cycles off loops, or indeed remove loops altogther.
For example. You might not need to run AI code for every enemy every loop. You might be able to get away with running 1 ai code per game loop and running through your enemies therefore removing an entire loop from you main loop.
You might find that you're not hiding entities out of view or processing collisions that you will never even consider hitting. All of these things will probably be of greater impact that a lookup of sine and cosine.
That's just me though.