- Edited
Tomcat This is the article that disagrees with you:
From that article:
By default Godot uses single-precision floating point numbers to store things like object positions. While GDScript typically allows users to do user-space calculations with double precision, those calculations get truncated as soon as they are stored in Godot internal objects (like Vector3’s).
Then for data requiring double precision, don't use Vector3, Node3D, etc. Use only the primitive data types like float and int, and create custom classes using only those types. For some objects, you may need two copies: a double precision copy for real world calculations, and a single precision copy (using Vector3's) for displaying.
I haven't thought this through, and there may be obstacles, such as using the physics engine without using Godot's physics objects.
It will take effort, but so does making a custom build from source code. And with a custom build, you'll need to rebuild every time a new version is released, if you want to keep up with that.