zwitschi 4132dc77e3 docs(site): the road fans past the sidewalk where the centreline curves
Found the mechanism behind the 2 m disagreement. street_mesh.py builds the road across -10.5..+10.5 m
and the north sidewalk +10.5..+15.8 m, so along the straight the two bands meet exactly at the gutter.
The strips are generated along a curved centreline, and the fan-out at the bend pushes the road's outer
edge to -13.8 m while the sidewalk occupies -17.3..-11.8 m - a 2 m overlap where the road surface is
366 cm and the sidewalk 158 cm.

That is the surface a downward trace at the player's Y kept finding, and the reason the scene read as
the road hovering above the pavement.

The fix is a clamp in strip() so a row's outer offset cannot pass the nominal gutter, or trimming the
road's ends - one function, then re-export, re-import and the 14 s probe confirms it. Recorded in
MEMORY.md and TODO.md. The demo reads correctly meanwhile because both objects stand on the sidewalk.
2026-11-09 19:10:34 +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.

S
Description
No description provided
Readme
3.1 GiB
0 Stars 1 Watchers 0 Forks
Languages
Python 84.8%
C++ 13.6%
Shell 1.4%
C# 0.2%