World2Screen without view matrix or rotation matrix

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World2Screen without view matrix or rotation matrix
How would I go about writing a world to screen function using only the following:
  • My X, Y, Z
  • Enemy X, Y, Z
  • Camera FOV, Pitch, Yaw



All W2S functions I came by used some sort of a matrix, but the process I use doesn't have one.
The matrix stuff isn't "process dependent" it's maths and just consists of a few numbers depending on what you want to do. If you really want to understand it you'll have to do maths (a lot). Good luck.

3D Projection
Transformation Matrix
Projection
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