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.
17 lines
410 B
XML
17 lines
410 B
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<InternalsVisibleTo Include="MrGameEng.Tilemaps.Tests" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
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<ProjectReference Include="..\MrGameEng.Graphics\MrGameEng.Graphics.csproj" />
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</ItemGroup>
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</Project>
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