I’m planning on using the bullet engine not only for graphics but for a dedicated server which will need to simulate all active areas so
It is the worst case scenario, I will have human size objects to building size objects seperated maximally by some 2 ** 32 units
Not even if an object is attached to both worlds ?
I have tried removing all objects from the BulletWorld instance (except my player) but when my player goes beyond that ~15.000 unit mark the shaking still happens, would that mean I would have to ‘recenter’ the bullet world to avoid having big numbers ?
This would cause serious trouble if I was to try to implement the different worlds which overlap because they would all have to become centered around 0.0 and thus an object would be at 0,0,-1000 in the old zone while in the new zone it would be at 0,0,1000
Again this would only be on the server side which needs to do validation of all players / objects moving around (client side I guess I could cheat a bit more with only having one BulletWorld etc)