The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the extract instead of fitting the project frame. The frontage shifted ~119 m in X and ~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement was silently undone, while every render still looked like a plausible block. - Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm); frontage and north buildings re-exported and re-imported. - Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero -14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442, Tussaud's -27071..-22799. - ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the static mesh bounding box, which is building-line-local, so every kit piece was placed ~12 km east of its building in empty ground. - ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255, import silently skipped) - the same trap as the hero importer. - Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
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
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.