I have the same problem
as far as I know lookup tables were useful some time ago when the bottle neck was the CPU rather than the memory.
Nowadays I do not think they are much faster.
Probably the best solution is to use an approx evaluation (Taylor's series ? ) of the sin\cos , unless accuracy is a must which is unlikely in game programming.
This question has been arisen already here on blitz3d forum.
I do not remember wether the blitz comand use a fast \ approx formula
as far as I know lookup tables were useful some time ago when the bottle neck was the CPU rather than the memory.
Nowadays I do not think they are much faster.
Probably the best solution is to use an approx evaluation (Taylor's series ? ) of the sin\cos , unless accuracy is a must which is unlikely in game programming.
This question has been arisen already here on blitz3d forum.
I do not remember wether the blitz comand use a fast \ approx formula