zwitschi 1664a975e4 perf: capture 1440p frame times; PASS the 60 FPS release check
- qaselftest now records per-frame times over the fixed 2 s walk and logs
  GigLine PERF (frames/avg/p50/p95/p99/max + AA method, screen %, frame gen,
  VSync), writing Saved/Profiling/perf-walk-frametimes.csv.
- Measured on packaged Development build, UE 5.8.4 Vulkan, RTX 5070 Ti, Epic
  preset, TSR on, VSync off, no frame gen: 2.42 ms avg (414 fps), p99 3.01 ms
  at 2560x1440 over 829 frames -> PASS (target 60 FPS).
- Record + reproduce steps in Docs/release-checks.md; frame-time series committed
  at Docs/perf/0.1.0-walk-frametimes.csv.
2026-11-08 15:14:44 +01:00

Gig Line

A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.

Status

0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.

Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.

Layout

Path Contents
Game/ Unreal project, configuration, source, game-ready content
Art/ Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library
Geo/ Source manifests, permitted geographic data, and every geographic tool
Tools/ Unreal-side importers, level builders, and reference gathering
Docs/ Setup, toolchain pins, build and content pipeline, licensing, release checks
Screenshots/ Rendered review captures and their approval state

Getting started

git lfs install    # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers

The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.

Documents

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.

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