It's like the paranormal trope of an expedition encountering things being disconcertingly "off" at first, and then eventually the laws of nature start breaking down as well. All because of float precision.
For example, the Assassin's Creed series.
From the wiki, far lands ("spongy walls of terrain") aren't caused by precision loss but integer overflow in the terrain generation.
Donald Knuth has all of that covered in one of his "The Art of Computer Programming" books, with estimations about the error introduced, some basic facts like a + (b + c) != (a + b) + c with floats and similar things.
And believe it or not, there have been real world issues coming out of that corner. I remember Patriot missile systems requiring a restart because they did time accounting with floats and one part of the software didn't handle the corrections for it properly, resulting in the missiles going more and more off-target the longer the system was running. So they had to restart them every 24 hours or so to keep that within certain limits until the issue got fixed (and the systems updated). There have been massive constructions breaking apart due to float issues (like material thicknesses calculated too thin), etc.
Really though, games are theater tech, not science. Double-Precision will be more than enough for anything but the most exotic use-case.
The most important thing is just to remember not to add very-big and very-small numbers together.
imagine if integer arithmetic gave wrong answers in certain conditions lol why did we choose the current compromise?
It is odd to me that every major CPU instruction set has ALU codes to indicate when these conditions have occurred, and yet many programming languages ignore them entirely or make it hard to access them. Rust at least has the quartet of saturating, wrapping, checked, and unchecked arithmetic operations.
You get surprising things with common place problems.
Signed Integer Overflow OTOH is Undefined Behavior, so it's worse.
There are other solutions they had to find. The game has two "orbital mechanics engines". One runs a physics simulation and the other is just ellipse math, making the rocket "move on rails". That's why you can't time warp under a certain altitude (that's the real physics simulation).
There are also things in rendering, how they faked the large-scale graphics of Kerbin, involving problems with the depth buffer I believe.