Consider a game who's default resolution is 800x600. Objects with collision masks are placed in a game world of size 800x600. The collision masks can detect when the mouse collides with them.
Now consider we scale the game up to 1024x768 (assume we scale the graphics by simply rendering everything to a layer and then scaling the entire layer up at once). We have two options for making the collisions with the mouse work properly in this new resolution:
A.) Scale up the world to 1024x768 and scale every object's collision mask accordingly.
B.) "Map" the mouse position onto the original world (800x600).
By "map" I mean simply scale the mouse position onto the original 800x600 world. So for example, if the mouse position on the screen is (1024, 768), then the mouse position in the world is (800, 600).
Now obviously, option B requires way less computation and is probably less prone to geometric errors, but it also feels kind of "hackish" to me, like there are unforeseen consequences of going with this method that will be hell to fix later on.
Which method should I go with: A, B, or something else?