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I would recommend against origin shifting. You can compile Jolt with cmake option DOUBLE_PRECISION / C++ define JPH_DOUBLE_PRECISION and then all positions will be tracked in doubles (comes at a very low cost). Unless you plan to make a world that's bigger than say earth, you should not run into issues. I don't know what your engines other limitations are, but it is not super complex to avoid float issues by tracking positions in doubles and then dropping down to float once you work in e.g. camera space. Shifting the origin is usually a costly operation and can cause frame hiccups.

With Jolt, shifting the world is definitively possible, but to do it efficiently you'd need to modify Jolt a…

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@chriku
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