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
@@ -0,0 +1,19 @@
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