I actually have done a C++ system that does this. The stars themselves are a 5000 tri or so procedural mesh. I might update the system to use Epic’s new sun position calculator or I could just maybe release it as is.
This is the current status of my procedural mesh based approach to the starry sky:
I’m still working on the apparent magnitude handling of the stars so the brightnesses might not make sense, but the stars should be where they are in real life.