All of these questions relate to the design of a FPS (probably an unimportant fact).
First Question -- I want to design several rooms joined together. Should all the polygons that define these rooms be in world space (which means to me that all the polygons are relative to the same origin), or should the polygons be in object space (which means to me that each polygon would have its own origin)?
Second Question -- Now that I have several rooms, I would like to put a camera in one of them (a.k.a. go from world space to view space). How do you figure out what the initial transform will be so the camera is in the middle of one of the multiple rooms you've created? Or is it better to design the rooms initially (assuming the answer to question 1 is that all the rooms are designed at once in world space) with the origin being where you initially want to put the camera?
Third Question -- Now I want to place an object (i.e. a crate, etc) in the corner of one of the rooms. I am fairly sure that the object should be designed in object space (which means to me that it has its own unique origin) so that the object can be moved, rotated, etc independently of the world. Once again, how do you figure out the initial transform so that the object end up in the corner of one of the rooms you've created?
I am assuming that the rooms will be created using some type of level editing program.
Please help before my brain explodes.