Basic physics/collision simulation, and interpolated render points to smoothly animate movement.
 - Unshackle the Point/Rect classes from using Math.floor everywhere.  Time to move to floating point.
 - Add basic input manager that ticks query for state.  Remove modifying velocity directly in event handlers.
 - Reduce scene tick rate from every 100ms to every 32ms
 - TODO: Move from using top/left/width/height to center/size for coordinates.
Add game World and tile map feature object generation for maps.
 - Game world instances expose the necessary per-game services like resource loading, scenes, input, sprite rendering.
 - Add SpriteRender to game world that provides an API into getting at sprites for rendering, and as standalone images.
 - Add on[AddTo/RemoveFrom]Scene callbacks on SceneObject to allow proper initialization for objects moving in and out of the scene.
 - Update 256px to use eburp.World
Fix Sprite tile object rendering.
Don't track player object with camera on maps smaller than camera size.
Add skeleton for scene spatial database, cleanup and document scene add/remove object code.
- Make sure map features are destroyed when the map changes.
- Turn off debug render on checked in code.
Operation brake-check the Hop-ons:

Problem:
Using defer for next-frame notification of already loaded resource adds up when you're calling it many times per frame.  Bottlenecks in setTimeout browser invocation.

Solution:
Introduce world level time object that manages ticking and process frame services for world services.  ResourceLoader uses world Time object to get processFrame callbacks, and invokes any deferred resource notifications at that time.  Also support fallback to using _.defer if the Time object does not belong to a World.

Result:
setTimeout drop off top offending time hogs in Javascript profiler.
Operation brake-check the Hop-ons:

Problem:
SceneView.getSpriteSheet doesn't cache loaded resources, and hits resource load for each invocation.  This function is called when validating that a tile sprite is ready for rendering, and must be quick.

Solution:
Don't be an idiot and cache results on the view.  Object lookup is sufficiently fast.

Result:
getSpriteSheet gets road-rash as it's knocked off the top offender's stair-car.
Don't create a new pattern every time the postRender occurs.  Store it off.
Cleanup in Rect/Point.  Add clone/normalize.
Collide with features.
 - Implement simple point-in-rect collision for game objects because they are all constrained to 1,1 size.
First functional FeatureObject :TileTransitionFeature
 - handles the map "transition" type features.
 - add simple feature enter/exit checks for tile features.  TODO: How does this fit in with state machines?
Push scene object interpolation down to the scene, and trigger before scene render.  Remove interpolation from renderFrame flow on SceneView.
Add set(point) to eburp.Point
Clean up collision checking by moving integration into tick handler instead of in per-frame interpolation handler.  Reduces the number of times we collide with objects by a great number because we collide once every (tick)MS instead of every frame inbetween ticks.
Remove interpolateTick from tileMapView.  SceneObjects get interpolate tick from the scene.
Add basic touch controls for map movement.
Patch up old GURK game.  Shadows are a little wonky now, sorry anonymous player.
Fix up gurk game, and get ready for a push.
Add basic TypeScript support to project.
 - Port over some core classes (api.ts,point.ts,rect.ts)
 - Remove references to window.Data object, and replace them with refs to eburp.data.
Point/Rect ts files.