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Double Precision Translations #3068

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@nicolai0

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@nicolai0

What problem does this solve or what need does it fill?

It's good for large worlds. Building games with planetary scales or bigger will benefit greatly from the reduced simplicity.

What solution would you like?

Change the transform component to use double precision floats for the translation vector part.

What alternative(s) have you considered?

Origin rebasing is a thing, but introduces a lot of complexity on its own.

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    A-TransformTranslations, rotations and scalesC-FeatureA new feature, making something new possibleS-DuplicateThis issue or PR already exists

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