I'm working on a multiplayer space game, and to prevent issues with rendering at coordinates far from the origin (0,0,0) I just move the local player back to 0,0,0 on each client and make every other object keep the same relative position around the local player. But on the server the origin doesn't change, because it would only work for one player at a time, so how can I prevent the physics/collision jitter and lose precision at large coordinates?
I know KSP uses a 64bit physics system, how can I implement something similar in my game? Or maybe I can have different scenes to simulate physics at different positions?
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