Earlier quoted context omitted.
Back in the early 80's a common thing to do in games on 8 bit computers was to implement sin and cos as lookup tables with the angles being 0-255 or 0-128 or something like that and the result also an integer that was some fixed point representation, so you'd do something like: vx = (cos[angle] * speed) >> 8; vy = (sin[angle] * speed) >> 8;
Ouch. Less than 1 degree of accuracy? Well, I guess if it’s good enough for Asteroid, it’s good enough for me
sin(x) = -sin(-x) = sin(pi - x) = cos(pi/2 - x)
cos(x) = cos(-x) = -cos(pi - x) = sin(pi/2 - x)