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. 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) ## 0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)
### Environment setup ### 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] 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. - [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. - [-] 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] 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. - [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] 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] 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. - [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. - [-] 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. - [ ] 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 ### Asset production
- [ ] Establish a consistent scale test, named export presets, and repeatable import settings. - [ ] 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. - [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 hero façade for the El Capitan Entertainment Centre site.
- [ ] Model surrounding block frontage. - [ ] Model surrounding block frontage.
- [ ] Model simplified background buildings directly across Hollywood Boulevard. - [ ] 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. - [ ] Materials and look development for all exported assets.
### Gameplay ### Gameplay