Optimize rendering performance in MiniMap#2
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- AnyMiniMapEntity: replace heap-allocated closures with directly stored values, eliminating per-access indirection and allocation overhead - updateEntityPositions: reuse existing SKShapeNode markers instead of removing and recreating every call; nodes are only reallocated when markerRadius changes (baked into the path), which avoids per-frame GPU resource churn for games with a stable entity count - updateCameraViewFrame: pre-compute scaleX/scaleY once per call and derive the viewport rectangle from four scalar clamps instead of constructing eight intermediate CGPoint structs https://claude.ai/code/session_018t9xFejpw1oNq4KkKhKagR
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AnyMiniMapEntity: replace heap-allocated closures with directly stored
values, eliminating per-access indirection and allocation overhead
updateEntityPositions: reuse existing SKShapeNode markers instead of
removing and recreating every call; nodes are only reallocated when
markerRadius changes (baked into the path), which avoids per-frame GPU
resource churn for games with a stable entity count
updateCameraViewFrame: pre-compute scaleX/scaleY once per call and
derive the viewport rectangle from four scalar clamps instead of
constructing eight intermediate CGPoint structs
https://claude.ai/code/session_018t9xFejpw1oNq4KkKhKagR