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tish_gba_game_engine — the RPG-Maker-class game engine for tish-on-GBA.
Shape (Unity analogy): this Rust crate is the engine (written once, hot path,
agb-coupled); a tish game is the components + game logic (what users write and
modify). It's imported like any binding — import { … } from 'cargo:tish_gba_game_engine'.
This first cut is the foundation everything else hangs off: a SoA entity
store (component columns + a presence bitmask + generational ids) and a fixed
per-frame pipeline (world_step = movement → render → commit). Positions are
fixed (agb Num<i32,8>), so integration is native integer math. Sprites are
tish-agb handles: the engine drives tish-agb (it doesn't own rendering), so the
low level stays reachable and handles are shared.