Starting off with coordinate systems [closed]

Where is a good place to start with learning how to program custom coordinate systems in a 3d environment?

Are there any good books on he topic of gaming coordinate systems? I would like to build a real life data structure based on techniques used for game programming.

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closed as primarily opinion-based by Byte56♦Jul 13 '13 at 15:04

Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise.If this question can be reworded to fit the rules in the help center, please edit the question.

What is wrong with the Cartesian Co-ordinate system or the Polar Co-ordinate system? What causes you to want a different one? – Robert Massaioli Mar 23 '11 at 2:02
X Y and Z? I don't really know what you are asking. – AttackingHobo Mar 23 '11 at 2:03
Yes, "custom coordinate system" sounds strange. The most "custom" I've ever done was for a 2d game where the coordinates got mirrored and re-mirrored at one point with parallax scaling and stuff; it wasn't necessary, but I was in a hurry, and it ended up complicating things overmuch.. =) – Jari Komppa Mar 23 '11 at 6:19
I am confused on where the object is placed in the beginning? what coordinates will an object have? I am trying to create a coordinate system for a robot and using its movement, I want to calculate its current position. – Helium3 Mar 23 '11 at 10:44
You do not want to create a coordinate system. You want to use one, yes, but not create your own. – The Communist Duck Mar 23 '11 at 20:48

Books about Game Engine development usually have chapters/sections on coordinate systems:

Game Coding Complete (Chapter 13)
Game Engine Architecture (Chapter 4)
3D Game Engine Design (Chapter 2)

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Also see http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/ . It's about the math used in coordinate systems for games. Has explanations for creating user coordinate systems and matrix transformations.