I do, or at least am planning to. I have a small demo I made to test it working. You have to really take into account aspect ratios if you want to do it properly since you'll need to be able to keep your objects in proportion.
I work on a 1440x900 widescreen display and wanted to be able to support that plus other modes including other aspect ratios, and have everything automatically be scaled to keep proportions. Setting up your own projection matrix (camera) is the way to go as Indiepath said. Then you have control over things being automatically sized without having to adjust any object coordinates or dimensions.
I also decided to go with a 0..1 coordinate system whereby, if you're locking the vertical proportion, the top of the screen is 0 and the bottom is 1. Then when you go to widescreen, that stays the same but the width changes, to like 0.. 1.2 or whatever. If you're trying to draw the same objects at predictable positions on screen and you're supporting multiple resolutions and aspect ratios, you can't rely on pixel coordinates any more.
I work on a 1440x900 widescreen display and wanted to be able to support that plus other modes including other aspect ratios, and have everything automatically be scaled to keep proportions. Setting up your own projection matrix (camera) is the way to go as Indiepath said. Then you have control over things being automatically sized without having to adjust any object coordinates or dimensions.
I also decided to go with a 0..1 coordinate system whereby, if you're locking the vertical proportion, the top of the screen is 0 and the bottom is 1. Then when you go to widescreen, that stays the same but the width changes, to like 0.. 1.2 or whatever. If you're trying to draw the same objects at predictable positions on screen and you're supporting multiple resolutions and aspect ratios, you can't rely on pixel coordinates any more.