I wish to make a game set in space where the world is empty space, mostly empty but continuous (i.e. no sectors with jump gates separating them) and extends to long distances like a few hundred or a thousand kilometres, where players move around at realistic speeds of spacecrafts. I'm thinking of something like "Star Citizen".
One approach I thought of was scaling down everything and moving slowly to effectively make an illusion of large world but this approach tends to suffer with problems in precision of calculations, specifically floating point calculations. Then I found out about the concept of origin re-basing.
I'm having trouble understanding how I could implement that on the server: clients can have objects relative to their origin but the server needs to have the entire world in the same co-ordinate system since there is only one world on the server in which everything interacts.
How could I manage both client and server coordinates systems on the server for my very large space environment in a realistic way in the perspective of the player?