I'm building a small indie 4x styled space game similar to stellaris (but in 2d). I've done galaxy generation. My current galaxy generates a ton of "stars" in a radius of 7000 x 7000. Each star is a Node2D, with a sprite and an area 2D with some code that tells the game how that star should behave.
A high-end game will have around 2000 stars... that are all basically pixel sprites. Should my game take a massive performance hit? And if so... is this unavoidable (e.g. 2000 star games should require you to have a better PC) or is there a better way to approach this? At the moment I don't notice much (FPS counter reads 165 fps flat with some slight dips but I'm not sure if that's just a weird coincidence)
I generate all the stars and their system on galaxy load, then plan just to store everything in a save so subsequent launches don't need to re-generate everything. They just place everything instead. While the galaxy is already loaded, no code is actually being executed besides some camera movement code.
With all that said, is it okay to just leave my galaxy generation and node structure as-is, or is there a possible better approach I should look into?