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
@@ -12,6 +12,7 @@
<ProjectReference Include="..\..\src\MrGameEng.Audio\MrGameEng.Audio.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Assets\MrGameEng.Assets.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Atlases\MrGameEng.Atlases.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Tilemaps\MrGameEng.Tilemaps.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.UI\MrGameEng.UI.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.DevConsole\MrGameEng.DevConsole.csproj" />
<ProjectReference Include="..\..\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj"