|The farther away from the axis of rotation, the greater the change in position.|
Then in the update logic I rotate along the vector's axis by an amount determined by its length. One thing to keep in mind though is that to make the rotation look realistic, I have to center models on their center of mass. Easy enough on regular geometric shapes, but I'll have to figure out something for complex models, or models with moving parts.
The demo for this is available for download: Framework-0.0.4r
It's fun to mess around with. There's a weird effect that happens when you spin up significantly, and the refresh rate starts to match up with the turning speed and the sphere appears to slow down or rotate backwards.
You can also hopelessly lose control of the thing if you mix too much spin in different directions. It should be possible to recover from the perspective of someone inside, since you can easily break down the spin one axis at a time. That's something for the next update, though.