This collision information is new to me. Is it demanding even then when you must have collision enabled anyway for interactions with other objects in the game world? And are overlap and hit collisions equally as demanding?
The old teleport system i managed to do works very well in ortho view with a test cube and because of the precise math it looks like when it just left the screen it already starts to appear from the other side.
I’m still having trouble realizing that trigonometry for the perspective camera with variable fov and distance. Wouldn’t there also be a need to check how big actors mesh is?
For ortho view it’s easy because you can essentially imagine the world as tiles and objects are constrained to be the size of ie 1x1, 2x2 tiles… but for the perspective camera you would have take in to consideration their z scalar also.
When I get to it I will look in to that “project world to screen” and if the whole thing could be solved with that when using perspective camera.