# ROADMAP.md 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, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. Remaining `0.1.0` work is geo detailing, asset production, gameplay, and release checks. | 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 installed | | Geo | extract, address + footprints + bounds, CRS + origin, 3DEP DEM, street profile, cross-sections — all verified and committed | | Engine | 5.8.4 installed and validated: headless + Vulkan GUI editor launch pass on the RTX 5070 Ti | | 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 project | bootstrap complete: C++ project builds, blank Linux build packaged + launch-tested, scale test and MPFB skeletal character accepted | **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 Status detail in [Docs/setup.md](Docs/setup.md); workstation audit in [Docs/environment.md](Docs/environment.md); pins in [Docs/toolchain.md](Docs/toolchain.md). - [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] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). 2026-11-07: headless `-NullRHI` smoke test **and** full editor GUI launch with the Vulkan RHI passed — device `NVIDIA GeForce RTX 5070 Ti`, Vulkan loader 1.4.350, `VULKAN_SM5`, map check 0 errors. Only benign log noise (Android Turnkey status, telemetry DNS failures). - [x] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful. clang 23.1.4 / cmake 4.3.0 / ninja 1.13.2 installed; this engine build bundles no Linux clang, so the system compiler is the toolchain. **Accepted 2026-11-07:** the first C++ game-module compile and link (`libUnrealEditor-GigLine.so`) succeeded with system clang. - [x] 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, QGIS 4.2.3 with PROJ 9.9.0 (stale `lts` removed 2026-11-07), Unreal 5.8.4 finalized as pin after the editor GUI launch. - [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. ### Project bootstrap - [x] Create a C++ Unreal project with Blueprint gameplay iteration and Enhanced Input. Created 2026-11-07 at `Game/GigLine/GigLine.uproject` (primary game module + default game mode, Enhanced Input plugin + input classes in `Config/DefaultInput.ini`); `GigLineEditor` target compiles clean with system clang (UBT: Result Succeeded). - [x] Package and launch a blank Linux build. 2026-11-07: UAT `BuildCookRun` (cook + build + stage + pak, Development config) succeeded in 56 s; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine` (outside the repo, uncommitted). `GigLine.sh` launched on the desktop session, created a Vulkan swapchain, and rendered 759 frames across a 60 s test. Known minor: one handled `PSOPrecache` ensure fires at exit only; not blocking, watch it in `0.1.x`. - [x] Export one static mesh from Blender and import into Unreal; verify scale and materials. 2026-11-07: calibration scene (three 1 m cubes at origin / +10 m east / +10 m north) exported from Blender with preset `ue_metric_v1` (`Tools/scale_test_export.py`) and imported headless via `Tools/ue_scale_test_import.py`. Measured in UE: cubes exactly 100.00 cm, origin preserved, material imported. Axis mapping: **east → +X, north → −Y, up → +Z** (the Y mirror is inherent to the right-handed→left-handed conversion; importer handles winding). - [x] Export one MPFB character with baked materials and deform skeleton; verify import. 2026-11-07: MPFB 2.0.18 generated human (19 158 verts, 1.66 m tall) + standard rig with weights (137 bones) + v2 skin baked to a 1024² diffuse texture (`Tools/mpfb_character_export.py`, export preset `ue_character_v1`). Imported headless (`Tools/ue_character_import.py`) into `/Game/Test/Character`: `SkeletalMesh` + 138-bone `Skeleton` + `Material` with the baked `Texture2D` assigned to slot 0. Quirks recorded: 5.8 Interchange skips materials for skeletal FBX imports (finished in script); Blender 5.2 dropped the FBX `armature_nla` option; the baked image needs `image.filepath` set for FBX to reference it. - [x] Document initial setup in `Docs/`: engine install, project checkout, fresh-checkout build procedure. 2026-11-07: `Docs/setup.md` reconciled with reality (all engine/bootstrap items marked done with evidence); `Docs/build.md` completed with the fresh-checkout build, packaging, and headless-content-check procedures plus known engine quirks. ### Geographic data - [x] Save a versioned OSM extract; document date, bounds, and source in `Geo/`. - [x] Acquire separately licensed elevation data if needed. Needed and acquired: USGS 3DEP 1 m DEM in EPSG:26911, public domain, NAVD88, 984 KB committed (`Geo/manifests/2026-11-06-3dep-dem.md`); measured relief 3.94 m. - [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`, 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) and the ×100 conversion is now **verified** by the 2026-11-07 scale test, with the axis mapping recorded (north realizes as UE −Y). Left: build the production export preset for the actual site meshes using these settings. ### Asset production - [x] Establish a consistent scale test, named export presets, and repeatable import settings. Scale test = the three-cube calibration scene (`Art/blender/scaletest/`, regenerable via `Tools/scale_test_export.py`); named export preset `ue_metric_v1` (FBX settings in that script); named import preset `ue_metric_v1` (`FbxImportUI` settings in `Tools/ue_scale_test_import.py`). Both scripts are the templates for production asset export/import. - [-] 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/`) 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 - [ ] First-person movement, mouse look, and Enhanced Input bindings. - [ ] Collision, reset, and pause functionality. - [ ] Walkable sidewalks and a designated street crossing. Crossing chosen: mid-block signalised crossing, OSM way 385648319, at 130 m along the block (`Geo/verification/2026-11-06-street-profile.md`). - [ ] Fixed daytime lighting and basic ambience. - [ ] Geographic attribution display ("© OpenStreetMap contributors" + license link). ### Release checks - [ ] Player can traverse both sides of the demo without falling through geometry. Blender pre-check passes: 0 raycast holes along both sidewalks and the designated crossing; worst seam step 15.8 cm at the sidewalk's outer edge (`Art/blender/README.md`). Engine traversal still to be tested. - [ ] Building placement, street scale, and site identity checked against references. - [ ] No blocking collision or packaging defects. - [ ] 60 FPS at 1440p on the dev workstation (Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB) using a documented quality preset; record upscaling state; report performance without frame generation. - [ ] Fresh project checkout builds with the documented external engine installation. - [ ] Package Linux build with documented controls. - [ ] Tag `v0.1.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.1.1 — Collision fixes (patch) ### Patch tasks - [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0`. - [ ] Regression-test traversal on both sides of the demo. - [ ] Verify no new packaging defects. - [ ] Tag `v0.1.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.1.2 — Scale and façade corrections (patch) ### Patch tasks - [ ] Correct building scale and street proportions flagged against references. - [ ] Refine hero façade details where reference photography shows discrepancies. - [ ] Tag `v0.1.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.1.3 — Packaging and setup fixes (patch) ### Patch tasks - [ ] Fix any packaging or build issues encountered in `0.1.x`. - [ ] Update `Docs/` setup instructions for anything that changed. - [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9) ### Character setup - [ ] Generate MPFB human base mesh; export baked materials and deform skeleton. - [ ] Import character into Unreal; validate skeleton, scale, and materials. - [ ] Create basic idle/walk animation set. - [ ] Verify animation plays correctly on the imported rig. ### Camera and controls - [ ] Add third-person camera following the player body. - [ ] Add first/third-person toggle. - [ ] Add camera collision to prevent clipping through geometry. - [ ] Document any input changes. ### Release checks - [ ] Third-person traversal works end-to-end in the demo area. - [ ] No blocking animation or rig defects. - [ ] Performance target still met at 1440p. - [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.2.1 — Rig fixes (patch) ### Patch tasks - [ ] Fix skeletal/rigging defects reported after `0.2.0`. - [ ] Tag `v0.2.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.2.2 — Skin and hair tuning (patch) ### Patch tasks - [ ] Tune skin shading and hair materials on the player character. - [ ] Tag `v0.2.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.2.3 — Camera clipping fixes (patch) ### Patch tasks - [ ] Fix remaining camera clipping cases in `0.2.x`. - [ ] Tag `v0.2.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13) ### Vehicle production - [ ] Model one vehicle in Blender with collision meshes; export to Unreal. - [ ] Set up Chaos Vehicle with wheel and physics configuration. - [ ] Implement enter/exit interaction. - [ ] Build a closed driving route with boundaries. - [ ] Tune basic handling to a drivable state. ### Release checks - [ ] Player can enter, drive the closed route, and exit without defects. - [ ] No blocking vehicle collision or packaging defects. - [ ] Performance target still met at 1440p. - [ ] Tag `v0.3.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.3.1 — Handling tuning (patch) ### Patch tasks - [ ] Refine vehicle handling feel based on `0.3.0` feedback. - [ ] Tag `v0.3.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.3.2 — Vehicle collision fixes (patch) ### Patch tasks - [ ] Fix vehicle collision defects (mesh/physics mismatches). - [ ] Tag `v0.3.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.3.3 — Input fixes (patch) ### Patch tasks - [ ] Fix vehicle/character input issues in `0.3.x`. - [ ] Tag `v0.3.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.4.0 — Small connected neighborhood and map streaming (weeks 14–17) ### World expansion - [ ] Extend geo pipeline to a small connected neighborhood beyond the demo block. - [ ] Produce modular buildings, sidewalks, and roads for the expanded area. - [ ] Set up World Partition with streaming cells. - [ ] Configure HLOD for distant buildings. - [ ] Verify no seams or popping between streamed cells during traversal. ### Release checks - [ ] Continuous walking (and driving) across the expanded area works. - [ ] Streaming does not introduce blocking defects. - [ ] Performance target re-validated at 1440p with streaming active. - [ ] Tag `v0.4.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.4.1 — Seam fixes (patch) ### Patch tasks - [ ] Fix visible seams between streamed cells. - [ ] Tag `v0.4.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.4.2 — Streaming corrections (patch) ### Patch tasks - [ ] Correct streaming/loading issues found in `0.4.x`. - [ ] Tag `v0.4.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.4.3 — HLOD tuning (patch) ### Patch tasks - [ ] Tune HLOD quality and distance settings. - [ ] Tag `v0.4.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.5.0 — Pedestrians, crosswalk behavior, ambient traffic (weeks 18–21) ### Simulation - [ ] Add pedestrian characters with navigation. - [ ] Implement crosswalk behavior (pedestrians use the designated crossing). - [ ] Add limited ambient traffic on the street network. - [ ] Optimize simulation cost to stay within frame budget. ### Release checks - [ ] Pedestrians and traffic behave without blocking defects. - [ ] Performance target re-validated at 1440p. - [ ] Tag `v0.5.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.5.1 — Navigation fixes (patch) ### Patch tasks - [ ] Fix pedestrian navigation issues. - [ ] Tag `v0.5.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.5.2 — Crossing fixes (patch) ### Patch tasks - [ ] Fix crosswalk behavior defects. - [ ] Tag `v0.5.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.5.3 — Simulation optimization (patch) ### Patch tasks - [ ] Optimize pedestrian/traffic simulation cost. - [ ] Tag `v0.5.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.6.0 — Visual/audio pass and evening lighting preset (weeks 22–24) ### Look and sound - [ ] Create an evening lighting preset. - [ ] Complete a visual polish pass across the neighborhood. - [ ] Add ambient audio (city ambience, traffic, basic SFX). - [ ] Verify licenses for all added audio files. ### Release checks - [ ] Both day and evening presets render without defects. - [ ] Audio plays without gaps or licensing issues. - [ ] Performance target re-validated at 1440p. - [ ] Tag `v0.6.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.6.1 — Lighting fixes (patch) ### Patch tasks - [ ] Fix lighting defects in day/evening presets. - [ ] Tag `v0.6.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.6.2 — Material corrections (patch) ### Patch tasks - [ ] Fix material errors found in `0.6.x`. - [ ] Tag `v0.6.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.6.3 — Audio balancing (patch) ### Patch tasks - [ ] Balance audio levels across the scene. - [ ] Tag `v0.6.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.7.0 — Settings, control rebinding, save/load, accessibility (weeks 25–27) ### Systems - [ ] Build settings menu (graphics and audio options). - [ ] Implement control rebinding with persistence. - [ ] Implement save/load for player state. - [ ] Add accessibility basics (e.g. FOV, subtitle, colorblind options as applicable). ### Release checks - [ ] Settings, rebinding, and save/load all persist across restarts. - [ ] No blocking UI defects. - [ ] Tag `v0.7.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.7.1 — Save fixes (patch) ### Patch tasks - [ ] Fix save/load defects. - [ ] Tag `v0.7.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.7.2 — UI fixes (patch) ### Patch tasks - [ ] Fix UI issues in `0.7.x`. - [ ] Tag `v0.7.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.7.3 — Input persistence fixes (patch) ### Patch tasks - [ ] Fix rebinding persistence issues. - [ ] Tag `v0.7.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.8.0 — Performance budgets and broader Linux hardware testing (weeks 28–30) ### Performance - [ ] Define performance budgets (frame time, VRAM) and document them. - [ ] Profile the full neighborhood; fix budget violations. - [ ] Test on broader Linux hardware and VRAM configurations; document results. - [ ] Re-validate the 1440p quality preset with upscaling state recorded. ### Release checks - [ ] Performance budgets met on documented hardware matrix. - [ ] No blocking compatibility defects. - [ ] Tag `v0.8.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.8.1 — VRAM reductions (patch) ### Patch tasks - [ ] Reduce VRAM usage where profiling shows excess. - [ ] Tag `v0.8.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.8.2 — Frame-time fixes (patch) ### Patch tasks - [ ] Fix frame-time spikes found in `0.8.x`. - [ ] Tag `v0.8.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.8.3 — Compatibility fixes (patch) ### Patch tasks - [ ] Fix compatibility issues from the hardware testing matrix. - [ ] Tag `v0.8.3` and write `CHANGELOG.md` entry; then remove this section. ## 0.9.0 — Feature freeze, public beta, license and build audit (weeks 31–34) ### Freeze and audit - [ ] Freeze features; document the freeze in `CHANGELOG.md`. - [ ] Produce a public beta build for testers. - [ ] Complete license audit: `THIRD_PARTY_NOTICES.md`, all MPFB assets, textures, animations, vehicles, audio. - [ ] Review ODbL obligations for any distributed derived geographic database. - [ ] Review Epic distribution requirements before publishing. - [ ] Verify a fresh checkout builds and packages reproducibly. ### Release checks - [ ] Beta feedback triaged; blockers logged for `0.9.x`. - [ ] Tag `v0.9.0` and write `CHANGELOG.md` entry; then remove this section. ## 0.9.1 — Blocker fixes (patch) ### Patch tasks - [ ] Fix blockers reported during the public beta. - [ ] Tag `v0.9.1` and write `CHANGELOG.md` entry; then remove this section. ## 0.9.2 — Regression fixes (patch) ### Patch tasks - [ ] Fix regressions introduced by `0.9.x` fixes. - [ ] Tag `v0.9.2` and write `CHANGELOG.md` entry; then remove this section. ## 0.9.3 — Documentation fixes (patch) ### Patch tasks - [ ] Update all `Docs/` for accuracy before `1.0.0`. - [ ] Tag `v0.9.3` and write `CHANGELOG.md` entry; then remove this section. ## 1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40) ### Final release - [ ] Complete final acceptance sweep across all `0.x` features. - [ ] Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving). - [ ] Final build, documentation, and licensing verification. - [ ] Tag `v1.0.0` and write `CHANGELOG.md` entry; then remove this section.