1.
This is accurate, and we do not have USE_DOUBLE_PRECISION; 2. If we could perhaps enable USE_DOUBLE_PRECISION for our provided build of bullet physics; 3. If we cannot for whatever reason update our build to USE_DOUBLE_PRECISION, if there is any way we could package a version built with USE_DOUBLE_PRECISION; 4. How to go about packaging the project if for whatever reason all of the above is impossibleI’m sure there are good reasons to not enable this flag (perhaps compile time, or build size), but it seems that projects like OpenMW (and indeed other games people might want to develop from their Fedora Workstation) rely on using Double Precision for more accurate physics calculations. If it’s an important enough feature, should we consider turning it on? Alternatively, if people wish to continue using float-based calculations, providing a version of Bullet with double precision on could be the solution. Perhaps bullet-double, or something along those lines – though the package would almost certainly conflict with this one and I’m sure there’s issues to consider.
Let me know what you think. – Claire R ​
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