That's a pretty tricky part, as if players are far away origin shifting on server wont work.
It implies that the simulation is far more complex -> Universe physical state and it's visual representation must be separated, resulting in:
Physical universe simulation -> done on server, e.g. Sun/Earth/Moon positions. Open question how to handle physics with such approach e.g. for maps? Seems like a lot of low level physics server control
Visual representation -> build on client and uses all the hacks e.g.
Simple solution would be to rely on Godot node system to build "real" world, while visual 3D representation to leave to other classes and do it via composition
That's a pretty tricky part, as if players are far away origin shifting on server wont work.
It implies that the simulation is far more complex -> Universe physical state and it's visual representation must be separated, resulting in: