I have a game world with lots of irregular objects with varying coordinate systems controlling how objects on their surface work. However the camera and these objects can leave and move out into open empty space, where a normal Cartesian coordinate system is used. How do I manage mapping between the two?
One idea I had would be to wrap these objects in a bounds such as a sphere or box, within which said coordinate system would be used, however this becomes problematic if those bounding objects overlap, at which point I’m unsure whether the idea is fundamentally flawed or a solution can be found, since these objects are moving and could overlap at some point
Regarding the use of bounds I had an idea where the object would use the coordinate system of the smallest bounds it occupied, and then transform according to the heirarchy of systems from top to bottom.
Thus lets say stick figures on a cylinder adjacent to a large object would follow the cylinder rather than flitting between the two objects and their coordinate systems.