Rewrite ecs core - #74
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Update logic for storing and accessing components
Note
Massive refactor introducing chunk-based ECS with async queries/systems, revamped schedulers/resources, updated render graph/pipelines and Metal backend, reworked input/UI, and added extensive tests.
Chunks,Chunk,ComponentLayout,BlobArray,SparseSet) and newArchetypemodel with edges.WorldQueryTarget,QueryTarget,FilterQuery,SystemParameter,Ref,Res/ResMut), change detection viaTick.SystemsGraph; addSystemasyncupdate.World(entities/records, command queue, resources API, extract/spawn APIs, change tracking).extract,prepare,render,renderRunner,fixedUpdateremoval/changes); newDefaultSchedulerRunner; async stage execution.CommandBuffer,RenderCommandEncoder,Blit*); refactor Metal backend (swapchain/drawables, windows), remove old draw list paths.Main2DRenderNode,UpscaleNode); introduce pipeline configurators/cache (RenderPipelines).RenderViewTarget, viewport/texture handling); window surfaces management in render world.InputbecomesResourcestruct with rumble engine, event clearing system; update Apple gamepad manager to emit via callback.UIRenderscaffolding and window management resources.BlobArray,SparseSet,UnsafeBox, fixed-array/set helpers, hashing/util extensions.Written by Cursor Bugbot for commit 0a8887e. This will update automatically on new commits. Configure here.