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The floor and lava

(There are some kinky borders. Most likely the fix would end up involving a rewrite of the quad-tree structure or something like that.)

Adventures in the BitIndexLand

With no wang-compatible tileset at hand, the tiles are indices themselves.

Implemented a 9-patch sprite slicer to make fancy viewport frames.

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All the pieces so far:
- Dynamic tilemap.
- A minimap view synced to it (using 1px tile atlas for colors).
- Draggable viewport.
- Some animated sprites in world-space.
- Screen-space (yellow) and tile-space (blue) selection boxes.
- Status frames for sprites caught in selection.
- The window is still resizable (tilemap re-center appropriately and minimap sticks to its corner with a small padding).

Animating all ~~you can eat~~ sprites by cranking just one field in uniform. iGPU chews through 10k jumping things at full FPS while remaining responsible (i.e. not CPU-chocked) up into 100k.

(Dynamically updated tilemap chugging in the background.)

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