Add MrGameEng.Tilemaps: code-built tile grids rendered through the batcher
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.
This commit is contained in:
Leonid Pershin
2026-06-11 10:24:47 +03:00
parent b318d1e795
commit b3415120c3
15 changed files with 548 additions and 6 deletions
+1 -1
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@@ -16,7 +16,7 @@
## Бэклог
- Physics2D (выбор библиотеки: Aether.Physics2D / своя)
- Tilemap (поддержка Tiled)
- Tilemaps: загрузка карт Tiled (.tmx) поверх существующего программного API
- Particles
- UI: загрузка MML-разметки Myra через AssetManager + хендлы в кодогенераторе
- UI: рендер Myra через наш батчер (`IMyraRenderer`), если UI станет узким местом по draw call'ам