Hi dear devs, I am really impressed about the huge scale of the game. I´ve tried to understand how to manage location of entities in such a huge coordinate system. I´ve read and watched videos about "star engine" (I think it´s the unofficial name for it). So first question: From planet to water bottle: A planet has its coordinates inside a system. That´s a lot of numbers for coordinates. But then we have a water bottle somewhere that must be rendered and placed on screen. That water bottle needs coordinates too. Do the planet and the bottle share the same coordinate format? Computing all those numbers must be draining a lot of resources. I guess coordinate system is reference-based no? I mean, Planet has coordinates referenced to center of star system (0,0,0). Water bottle, player, ship, etc.. coordinates I guess are instead referenced to planet center as 0,0,0. That could ease things a little, but... if the player looks at the sky can see other planets and they must be placed on view taking in account another coordinates all at once. This is a huge challenge! I can´t understand how did you manage to do that!. Then in a future will come new star systems. How will be managed to not mix coordinates? Each one starting in 0,0,0 at main star center and a code preceding those coordinates for each system?. Last question and more important. Is there any theory or plans in taking advantage of server meshing like technology to improve/susbtitute the 64 bit tech?. I mean, Instead of a general coordinate grid (numbers with lots of digits), making several reference frames (think of sectors) of constrained spaces to make that numbers smaller. So I am at a specific location. My coordinates are referenced to a specific point. When I travel to another location the program swaps to another reference point the same way we will swap servers. So like a "dynamic coordinate system". Lesser digits, that could be "converted" to "general coordinate system" if neeed. Sorry I could not explain myself better, I hope you get the idea. Thank you!