I honestly think you're better sticking with your first suggestion. The multipass camera rendering idea could involved alot of unecessary entity management whether it actually works or not.
Use only 4 copies of the same level and simply wrap the player position coords so that they don't excede the dc/ba square in the center.
ABAB
CdcD
AbaB
CDCD
Remember that specific entities parented to each copy of the level will be culled individually if not in view so this will be plenty fast enough.
Stevie
Use only 4 copies of the same level and simply wrap the player position coords so that they don't excede the dc/ba square in the center.
ABAB
CdcD
AbaB
CDCD
Remember that specific entities parented to each copy of the level will be culled individually if not in view so this will be plenty fast enough.
Stevie