docs: write current status into ROADMAP.md

Status-at-a-glance table, plus refresh of the items that moved since the last
pass: engine 5.8.4 verified and extracting, tooling pins done except the stale
QGIS lts and the Unreal pin, blockout re-framed, reference set at 72 images with
the entrance conflict resolved, site assembly present.
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Living roadmap for this project. This file is the single source of truth for current progress.
## Status at a glance — 2026-11-07 08:50
Workstation and geo pipeline are done and verified. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. The Unreal step has not started: the 5.8.4 archive is verified and extracting, so every engine-facing item below is still open.
| Area | State |
| --- | --- |
| Workstation | Bazzite `45.20261105`, driver `615.78.08`, Vulkan good, `git-lfs`/`clang`/`cmake`/`ninja` installed |
| Tooling | Blender 5.2 + MPFB 2.0.18 + Blosm 2.7.28 working headless; QGIS 4.2.3; PROJ 9.9.0; Unreal 5.8.4 extracting |
| Geo | extract, address + footprints + bounds, CRS + origin, 3DEP DEM, street profile, cross-sections — all verified and committed |
| Blender | blockout (87 meshes), terrain, street (road/kerbs/sidewalks), site assembly — all in one frame, walk-checked |
| Reference | 72 images local, uncommitted; hero entrance located; inherited eight-step claim overturned |
| Unreal | **nothing built yet** — engine still extracting |
**Open decisions:** code licence (MIT proposed); whether shipped builds carry a derived OSM database (ODbL posture).
## 0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)
### Environment setup
@@ -10,9 +25,9 @@ Status detail in [Docs/setup.md](Docs/setup.md); workstation audit in [Docs/envi
- [x] Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
- [x] Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
- [ ] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution).
- [-] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). The 5.8.4 archive is verified (37.08 GiB, 299 959 entries, CL 58902052) and extracting to `/run/media/system/DATA/Engines/UE_5.8.4`; the editor has not been launched yet.
- [-] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful.
- [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`.
- [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28 (imports headless on 5.2 in `3Dsimple`; two headless workarounds documented), QGIS 4.2.3 with PROJ 9.9.0. Left: uninstall the stale QGIS `lts` 3.28.9 beside it, and record Unreal's pin once it launches.
- [x] Create repository structure (`Game/`, `Art/`, `Geo/`, `Tools/`, `Docs/`) with LFS tracking and ignore rules applied.
- [x] Keep project and Derived Data Cache on SSD storage; reserve several hundred GB for engine, assets, caches, builds.
@@ -31,18 +46,18 @@ Status detail in [Docs/setup.md](Docs/setup.md); workstation audit in [Docs/envi
- [x] Download the 3DEP 1 m DEM for the demo bounds, reproject it to EPSG:26911 with the recorded origin and vertical datum, and record the source, clip bounds, and checksum in `Geo/`.
- [x] In QGIS, set a suitable local projected CRS (e.g. EPSG:26911) and record a local origin. EPSG:26911, origin and projected easting/northing are recorded in `Geo/manifests/local-origin.md` with PROJ 9.9.0 control points; QGIS 4.2.3 is installed for the DEM reprojection step.
- [x] Verify the address, building footprints, and demo boundaries for 6840 Hollywood Blvd against source data.
- [-] Import OSM blockouts through Blosm; clean and detail them in Blender. Imported 2026-11-06 (`Art/blender/blockout/blockout-2026-11-06.blend`, 87 meshes, scale verified 1:1 against OSM); cleaning and detailing not started.
- [ ] Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates.
- [-] Import OSM blockouts through Blosm; clean and detail them in Blender. Imported 2026-11-06 (`Art/blender/blockout/blockout-2026-11-06.blend`, 86 meshes, scale 1:1 against OSM, re-framed into EPSG:26911 with a 0.0 cm affine residual); cleaning and detailing not started.
- [ ] Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates. The frame is defined (`Geo/manifests/local-origin.md`: EPSG:26911, origin Hollywood × Highland, X east / Y north / Z up, ×100 on export) and the Blender meshes already use it; the export preset and the asserted ×100 are not built yet.
### Asset production
- [ ] Establish a consistent scale test, named export presets, and repeatable import settings.
- [-] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored, and what each set establishes is written up in `Docs/reference-notes-hollywood.md`. Still missing: the east retail neighbours 6806–6822, a night frame of the hero façade, and a sidewalk-level view of the hero entry.
- [-] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **72 images in eleven folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, and the Lee Drug neighbour. Gaps largely closed by the Flickr/web-search pass: the hero entrance is now documented (three portals with individual short flights — the inherited "eight steps, 12 m wide" is overturned), and the 6806–6822 retail run appears in an oblique 2013 frame. Still missing: a clean isolated frame of the door recess and a night frame of 6840 itself.
- [x] Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with `Tools/commons_fetch.py` against the Wikimedia Commons API: eleven frames in the local `Art/reference/north-chinese/` and `Art/reference/north-tussauds/`, provenance in each `sidecar.json`, nothing committed.
- [ ] Model hero façade for the El Capitan Entertainment Centre site.
- [ ] Model surrounding block frontage.
- [ ] Model simplified background buildings directly across Hollywood Boulevard.
- [-] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist (`Art/blender/terrain/`, `street/`); collision and details (crossing markings, kerb radii, aprons) are not built. Ground must follow the DEM: 3.94 m fall along the block, ~2 % crown between the gutters at ±10–11 m from the centreline, north sidewalk higher than south. Kerb height is an unresolved assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`).
- [-] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist (`Art/blender/terrain/`, `street/`) and are assembled in `site/site-2026-11-06.blend`; collision and details (crossing markings, kerb radii, aprons) are not built. Ground must follow the DEM: 3.94 m fall along the block, ~2 % crown between the gutters at ±10–11 m from the centreline, north sidewalk higher than south. Kerb height is an unresolved assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`).
- [ ] Materials and look development for all exported assets.
### Gameplay