Add MrGameEng.Tilemaps: code-built tile grids rendered through the batcher
CI / build-test (push) Failing after 1m4s
CI / build-test (push) Failing after 1m4s
TileSet maps ids to texture regions with tints (0 = empty), TileGrid is a bounds-checked dense ushort grid, and the Tilemap component places a grid in the world per render layer. UseTilemaps() inserts TilemapRenderSystem before the flush; it submits only the camera-visible cell range (TilemapMath.VisibleCells), so frame cost scales with the screen, not the grid. Demonstrated in the sample as a checkerboard floor; Tiled loading stays on the roadmap on top of this API.
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## Бэклог
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- Physics2D (выбор библиотеки: Aether.Physics2D / своя)
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- Tilemap (поддержка Tiled)
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- Tilemaps: загрузка карт Tiled (.tmx) поверх существующего программного API
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- Particles
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- UI: загрузка MML-разметки Myra через AssetManager + хендлы в кодогенераторе
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- UI: рендер Myra через наш батчер (`IMyraRenderer`), если UI станет узким местом по draw call'ам
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