Im currently working on a combat flight simulator pure for own fun. Using a floating-origin i thought the float inprecision was history, however this was the case untill i tried adding multiplayer to the game.
The server is authorative and i'm banging my head around positioning the players on the server and handling the gun hits and collisions.
Using sectors i reset the origin of the clients but the server keeps the original position. This will lead into float inprecisions on the server, thus physic and collision checking are terrible.
Now i'm just wondering how games like Airwarrior, Warbirds and aceshigh overcame these problems. What approach did they use? I'm assuming something else. If only i was able to use double precision, or even fixed point, but i'm tied to a physics model working with floats. I don't feel like changing that around, unless i have no other option.
Thanks for any pointers.