What I actually want a Game Engine to handle for me: ie, make it easy to do the right thing, make it hard to block the render thread
The central type is a GridLayer — a chunk-partitioned spatial data structure, generic over cell type, that the engine manages the lifecycle of. Each layer declares its tradeoff profile upfront so the engine can make scheduling decisions.
app.register_grid_layer::<Terrain>(GridLayerConfig {
chunk_size: UVec2::new(16, 16),
density: Density::Dense,