Definition: Coordinates are relative to the object’s parent (or its own origin if it has no parent).
You have a player character with a sword as a child node.
If the sword’s position is (1, 0, 0) in local space, it means it is 1 unit to the right of the player, not the entire game world.
If the player moves, the sword moves with them, because it’s positioned relative to the player.
Great for positioning parts of a model (like eyes, weapons, or turrets).
Makes it easier to animate or rotate components around their parent.
Definition: Coordinates are relative to the entire game world’s origin, not the object's parent.
The player might be at position (5, 0, 0) in world space.
The sword (child) might be at (6, 0, 0) in world space (because it’s offset from the player).
If you moved the player to (10, 0, 0), the sword’s new world position would be (11, 0, 0)—it follows but maintains its local offset.
Needed for things like placing objects exactly on a map or checking positions of distant objects.
Used in physics and pathfinding systems to calculate distances and directions accurately.