Actually all the coordinates system (collisions, position, physics) uses floats, this is causing round errors in large positions. Also the vertex positioning uses floats put here i cant do anything because OpenGL 3.3 don't have doubles support by hardware, it can be done by software but the performance will be reduced. So for coordinates system will be using doubles, in the errors caused by this are the map size, the collision system can't allow the player to move far (1,000,000+) due of this.
Actually all the coordinates system (collisions, position, physics) uses floats, this is causing round errors in large positions. Also the vertex positioning uses floats put here i cant do anything because OpenGL 3.3 don't have doubles support by hardware, it can be done by software but the performance will be reduced. So for coordinates system will be using doubles, in the errors caused by this are the map size, the collision system can't allow the player to move far (1,000,000+) due of this.