I need to cast a ray in 2D space for bullet collision detection, but the Ray.Intersects method requires a BoundingBox which uses vector3's not vector2's. My question is should I just ignore the Z value and pretend it's a vector2? Raycasting is already slow enough so I think having calculations done in an unnecessary 3rd deminsion should be eliminated even if the value is just 0, but I don't know.
So should I implement my own raycasting system maybe using Bresenham's line algorithm which is for 2 dimensions or should I go the cheap way and make a bounding box a bounding plane?
