docs: arc42 architecture documentation for Gig Line
Populated from the arc42-template (EN/adoc) with project-specific content
across all 12 sections:
1. Introduction and Goals — requirements overview, quality goals, stakeholders
2. Architecture Constraints — technical (engine, collision, coordinates),
organisational (squash-merge, visual review, provenance), conventions
3. Context and Scope — business and technical context tables
4. Solution Strategy — technology decisions, top-level decomposition,
quality achievement approach
5. Building Block View — Gameplay (6 C++ classes), Site (7 meshes + 7
materials), Facades (9 buildings), Art Pipeline, QA & Review; Level 2
white boxes for input flow and collision model
6. Runtime View — walk, screenshot capture, QA self-test, build/import
pipeline scenarios
7. Deployment View — dev workstation and packaged build infrastructure
8. Cross-cutting Concepts — coordinate system, collision model, lighting,
materials, data provenance, QA harness
9. Architecture Decisions — 7 ADRs (dynamic lighting, UE materials,
C++ collision helper, grounded reset, core ticker, Y convention,
headless Blender)
10. Quality Requirements — overview table + 7 measurable scenarios
11. Risks and Technical Debts — 5 risks, 2 debts with mitigations
12. Glossary — 16 domain-specific terms
Master document: Docs/Architecture/architecture.adoc
Config: Docs/Architecture/config.adoc
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ifndef::imagesdir[:imagesdir: ./images]
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[[section-context-and-scope]]
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== Context and Scope
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=== Business Context
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The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
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[cols="1,2,2" options="header"]
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|===
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| Partner | Inbound | Outbound
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| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD
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| OSM data | Extracted building footprints, street geometry, elevation | Attribution string at runtime
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| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build
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|===
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=== Technical Context
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[cols="1,2,2" options="header"]
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|===
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| Channel | Protocol / Format | Purpose
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| Keyboard + mouse | Enhanced Input (IA_*, IMC_Default) | First-person movement, look, jump, reset, pause
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| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p
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| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer
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| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source
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| OSM XML | Overpass API extract | Building footprint and street layout source
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| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage
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|===
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