Well, I completed a wireframe game a few months ago and I had a problem with my framerate so I changed part of the game to use lookup tables instead of using sin/cos constantly and in my case it helped a lot.
Here's a quick bit of pasting from my own blog;
Amazing what a bit of optimization can do. No more framerate drops for Rip Off.
The framerate is limited to 60fps, but unthrottled, the earlier version would usually run at up to 200fps if the screen wasn’t too busy.
But the screen did get busy sometimes, which caused the framerate drop below 60fps and cause jerky movement. Now, after it's been optimized, it’ll run unthrottled at up to 1000fps and most of the time at about 500fps even if the screen is busy.
There are more bits that can be optimised, but I think this’ll do for now. :-)
I’ve noticed a few bugs though (small ones), so I’ll need to take a look at that before releasing the game, but this extra week of optimization was more than worth it.
So it
will make a difference in
some cases. :-)
http://tardis.dk