I can only guess what it would be like to program coming from being a big Kerbal Space program fan, which whilst it only deals with one star system still struggles with enormous floating point data values once you get to certain distances from celestial bodies, gawd knows how much more complicated it gets once you start calculating in more than one star...
I'm just so impressed we have what we do now, it's a technical marvel even if it does involve a lot of smoke and mirrors (which is 99% of computer game development anyway!)
Space Engine has done it years ago. The only problem is that the ship can not be rendered in interstellar space. In Space Engine you can seemlessly travel between systems. Each star system has a unique radius (probably based on its total mass/size) inside which the spacecraft (and other celetial objects) are rendered. Once you leave this ''rendering sphere'' (The Heliopause Render Sphere I chose to call it

) every 3D mesh can not be rendered and the engine considers the area ''interstellar space''. When you approach a system and you cross its own render sphere, then 3D mesh (spacecraft & planets,stars etc..) can be rendered.
Also it goes even further: When you leave a galaxy it displays the space as ''intergalactic space''. So it has 3 levels of rendering:
1st: Interplanetary Space where 3d mesh can be rendered
2nd: Interstellar Space. 3D mesh can not be rendered
3rd: Intergallactic Cpace. 3D mesh can not be rendered
Finally all this is coded buy just ONE guy. So don't tell me that what we have now in ED is a technical marvel cause I don't buy it
PS: I am not saying or impying that what we have now is of low/inferior quality. Just to clarify.
