How would fps shoot location work?

So in an fps game, the bullet will shoot and go anywhere in the crosshair. The thing is, the crosshair is a 2D space and the world is 3D, meaning multiple different angles of different shots could still be lined up the same with the crosshair. For example, a bullet going at a slight angle far out into the world that at some point will line up with the crosshair could be the same as a bullet that has a sharp angle and lines up close to the crosshair. I depicted this in a terrible sketch because I drew it with my mouse. I’ve looked at multiple videos that say how bullets in fps games are weird, crosshairs, etc. but they all talk about the angle of the gun not lining up with the crosshair and not where the gun actually shoots. How would it decide where to shoot the gun because multiple different angles could line up to the same exact point on the screen?

normally one uses the center of the cross hair, this is a fixed point. you then convert it to a world point, and send bullet from gun to world point, destroy bullet when it hits anything, cause damage to anything it hits

I mentioned this in your last thread with nearly the same question, the crosshair is just a rough visual representation of gun’s expected accuracy. In the majority of games it’s not an exact point of reference. It shouldn’t be used to measure where a shot will hit, it should just give visual feedback based on underlying data.

The more you can base it’s appearance on said underlying state, the better the illusion will be.

Yes but what happens when the bullet has low accuracy and shoots somewhere to the side of the crosshair?
The bullet technically goes forever until it hits something so at some point it is going to pass the crosshair, so my question is when and where does it go within the crosshair space?

What would happen if the player shot into the sky? where would the bullet go because if it never hits anything it has to go out of the crosshair

Games don’t do what you’re trying to do. The crosshair is just an visual representation, as mentioned ad nauseum.