Ok, I need to preface this with the fact that what I'm intending to do may not be possible in blender. I was needing to know if it is possible to create multiple rigid body systems within the blender game engine. I'm currently attempting to partition large portions of space in order to circumvent floating point limitations for a space flight simulator I am working on. Can anyone see any possible work around using Python? The only solution I can come up with is to partion space into octrees and have rigid body simulations in each with active objects to handle encounters/ collisions.
If the areas do not interact at all, can you even see them at the same time? Could you completely forget about the "other" ones while you're over in one small part of the universe?
If not, and you always need to be able to see them, you could try doing things with multiple scenes. Each simulation takes place near the origin, and the camera shifts to provide the correct view of it.
I will echo GiantCowFilms: I doubt floating point is the issue here. If I remember correctly, a 32 bit float has enough precision to work at ±1cm at the radius of earth (6000km)