Introduce nested batching scopes to automate component dirty-marking
and defer structural mutations.
- Replace manual `MarkModified` with auto-tracking via `RefN` properties
in `Select` iterators and `GetComponent`/`GetSingleton` calls.
- Implement nested batching scopes: `SystemGroup` (tick level),
`ISystem.Run`
(system level), `CommandQueue.ExecuteAll` (command level), and
`Select`
(iteration level).
- Update `ISystem` and `ITickedSystem` to use `RunImpl` to separate
implementation from the batching-aware `Run` extension method.
- Add `ValN` properties to iterators for read-only, non-tracked access.
- Update documentation to reflect the new iteration and batching model.
Replace the old `QueryBuilder` and `ForEach` callback pattern with a
more
performant, zero-allocation `Select` API using `ref struct` iterators.
This change also updates the singleton implementation to use dedicated
entities per component type rather than a single reserved entity.
- Replace `QueryBuilder`/`QueryDescriptor` with generic `Query<T1..T6>`
- Replace `ForEach` callbacks with `world.Select<T1..T6>()` iterators
- Replace `EntityIterator` with `WorldQueryExtensions`
- Update singleton logic to allocate one entity per component type
- Add `FindEntity<T>` and `FindEntities<T>` lookup methods
Add new skill documentation files for developing OECS, testing games,
and writing games. Also update the API surface documentation to include
guidance on component and command definitions.
Update the API surface and implementation plan to reflect architectural
changes, including new iterator overloads, system design refinements,
and the introduction of a source generator.
Initializes the OECS repository with the core foundation, including:
- Entity management with 24-bit IDs and 8-bit versioning
- Sparse set-based component storage
- Entity allocation and recycling logic
- Core World API for entity and component lifecycle
- Project scaffolding for source and unit tests
- Design documentation and architecture decision records (ADRs)