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Alex Rivera
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My game needs to move by a certain angle. To do this I get the vector of the angle via sin and cos. Unfortunately sin and cos are my bottleneck. I'm sure I do not need this much precision. Is there an alternative to a C sin & cos and look-up table that is decently precise but very fast? I had found this: float Skeleton::fastSin( float x ) { const float B = 4.0f/pi; const float C = -4.0f/(pi*pi); float y = B * x + C * x * abs(x); const float P = 0.225f; return P * (y * abs(y) - y) + y; } Unfortunately, this does not seem to work. I get significantly different behavior when I use this sin rather than C sin. Thanks
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