tish_gba_game_engine 0.3.2

RPG-Maker-class game engine for tish-on-GBA: SoA entity store + fixed per-frame pipeline (imported via cargo:tish_gba_game_engine)
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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.