Falling though a terrain mesh

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Scale definitely has an affect vis a vis floating point precision. Are you high or sleep deprived or something? Because usually you're a pretty knowledgable programmer.

Let's look at an example. If you use a scale of 1 unit=1 meter, then a millimeter (perfectly reasonable for, say, the amount an idling character has moved between frames) is 0.001 units. If you were to change the scale to 1 unit=1 kilometer (for example) the a millimeter would be 0.000001 units. Admittedly this is kind of a silly example (although even smaller changes are routine in a lot of calculations) but the point is that scale and floating point precision certainly are related.


As for your specific problem however, I would guess that it's a scale problem in the other direction. 130,000x130,000 units is huge, much bigger than Blitz can comfortably handle. You might consider trying a larger scale for your game (ie. scale down all of the objects proportionally) so that the terrain won't be as large.