I am making a 3D physics engine for throwing dice. Up until now a dice has been 1x1x1m and gravity has been 9.82 m/s^2. This of course does not look realistic as the dice will respond to everything in a way that looks a little bit slow.
To fix this I tried to just change all sizes to make a dice be about 0.02m along a side. This in turn made my inverse masses and inverse inertia matrices get very large values which lead to numerical instability.
What is the best route to handle this? Can I keep the scale up so that a dice is 1x1x1 and just change mass or size of acting forces? Or should I tweak something else?
I guess the same problem could turn up if you made a game with very large physical bodies like spaceships or something so I hope that someone has run into something similar before.