[SOLVED] SimEtheral: Problem with entity jittering at client side

@Darkchaos that seems not to be the case.

As I am already using bullet at server-side so positions come in Vector3f. Then I convert it to Vec3d and send it to ZoneManager.
I slightly modified my code to directly do the addition (posf.y += (body.getSceneId().getId() * 1000);) also on float vector then convert it to Vect3d, but yet I am seeing jittering at the client-side.

Here is my new changes:

// Grab the latest reference frame in our temp float variables from bullet physics              
body.getPhysicsLocation(posf);
body.getPhysicsRotation(orientf);

if( log.isTraceEnabled() ) {
    log.trace("body:" + object.getEntityId() + "  pos:" + posf);
}

// A lot of times you can fake multiple spaces just by putting everyone super 
// far apart in some standard direction (y is common).
// Then you could achieve multiple “spaces” by setting the y values to spaceId * 1000 or whatever. 
// Then the normal zone filtering will make sure clients only see their ‘space’.      
posf.y += (body.getSceneId().getId() * 1000);

// Convert them to mathd values               
pos.set(posf);
orient.set(orientf);