perf(engine): build TileMaps lazily on first scene use#217
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MapResource.load() eagerly built the per-tier Excalibur TileMaps — one Tile object per cell per tier, ~1.25M objects across the 19 oot2d-2014 maps — although project preloading only needs the parsed mapData (atlas previews, snapshots, agent projections). Opening that project took ~19 s and repeated opens could OOM GJS. - load() now parses + validates the JSON and resolves sprite sets; ensureTileMaps() builds the tilemaps + editor shadow on first addToScene (idempotent; the map cache makes re-entries free) - isLoaded() gates on the parsed map data (Loadable contract) - syncShadowToMapData() already guarded the never-built case - GameProjectResource.load() logs per-phase timings at info level Measured: oot2d-2014 open is now ~1.3 s to the atlas (worst case, right after app start), scene open + engine render verified intact.
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MapResource.load() eagerly built the per-tier Excalibur TileMaps —
one Tile object per cell per tier, ~1.25M objects across the 19
oot2d-2014 maps — although project preloading only needs the parsed
mapData (atlas previews, snapshots, agent projections). Opening that
project took ~19 s and repeated opens could OOM GJS.
ensureTileMaps() builds the tilemaps + editor shadow on first
addToScene (idempotent; the map cache makes re-entries free)
Measured: oot2d-2014 open is now ~1.3 s to the atlas (worst case,
right after app start), scene open + engine render verified intact.