Been there, done that, got the tee-shirt...
First things first, the camera scale is going to be a nasty limitation. Camera scale *must* have a maximum near/far ratio of 1:10000. Any more than this and all sorts of strange glitches start to happen. This problem is not specific to Blitz, nor even to DirectX, it is (as far as I know) a problem with any 3D system at present.
If you ignore or find a way round this, there is a limit on how far away from the point of origin you can get before floating-point errors creep in, and start doing weird things to the locations of your objects (I suspect this is what is happening to your planets).
This latter problem could potentially be solved by using a DLL, using a language which can handle floating-point numbers more precisely than Blitz. If you combine this with Miracle's suggestion of keeping the camera fixed and moving the solar system (which is trickier than it sounds, believe me!), you might be able to do something.
If you want a glimpse of my own attempts at solving some of these problems, take a look at the 'Galaxy' project on my website.
First things first, the camera scale is going to be a nasty limitation. Camera scale *must* have a maximum near/far ratio of 1:10000. Any more than this and all sorts of strange glitches start to happen. This problem is not specific to Blitz, nor even to DirectX, it is (as far as I know) a problem with any 3D system at present.
If you ignore or find a way round this, there is a limit on how far away from the point of origin you can get before floating-point errors creep in, and start doing weird things to the locations of your objects (I suspect this is what is happening to your planets).
This latter problem could potentially be solved by using a DLL, using a language which can handle floating-point numbers more precisely than Blitz. If you combine this with Miracle's suggestion of keeping the camera fixed and moving the solar system (which is trickier than it sounds, believe me!), you might be able to do something.
If you want a glimpse of my own attempts at solving some of these problems, take a look at the 'Galaxy' project on my website.