I want to say “unrestricted frame of reference” or “spatially-related independent sub-environments”, but I don't think those are right.
Imagine two long, cylindrical spaceships floating next to each other on a level plane with the same orientation. Each ship has its own set of rooms and corridors in which players move freely in a first-person environment. Looking through the windows, the crew of each ship can smile and wave to the crew of the other ship.
The first ship fires its thrusters and moves under the second ship. The two ships dock and the airlock opens. The crew of the first ship now needs to climb up into the second ship. The airlock closes and the ships detach.
The first ship moves again, only this time it docks on top of the second ship. The airlock opens and this time the crew of the first ship needs to move down into the second ship.
Each ship is a self-contained 3d environment which is interacting with other self-contained environments inside a larger global environment.
I see two possible implementations.
1) The “mover”. Each ship exerts a force on every object inside of it. As the first ship is moving relative to the second ship, that movement is translated to the crew to change their global spacial position. This seems computationally expensive...
2) The “faker”. Each ship's windows display simulated output from a virtual global space, but the ships and their contents don't really move relative to each other. The connection between ships is a dynamic portal that links both ship “rooms” at the correct orientation.
What is the name of this property and where might I find examples in real-life 3d engines?