docs: convert all architecture .adoc sections to markdown, prettier-format all .md
- Converted 13 individual .adoc section files to .md via asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside the .adoc sources in Docs/Architecture/ - Rebuilt architecture.md from the individual section .md files - Ran prettier --write on all .md in the repo (23 files changed): normalised table column alignment, trailing whitespace, line breaks - Added .agents/ to .prettierignore (vendored third-party content) - All .md now passes prettier --check
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# Solution Strategy
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## Technology decisions
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- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
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- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
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- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
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- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
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- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
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## Top-level decomposition
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The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
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- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
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- `ElCapitan/` — hero façade mesh and materials
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- `Frontage/` — south-side block building meshes
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- `North/` — north-side building meshes
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- `Input/` — Enhanced Input actions and mapping context
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All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
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## Quality achievement
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- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
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- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
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- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
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- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
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