zwitschi 442d0f3d73 perf: 1440p re-measured with the kit - 363 fps, ~12% cost
Closes the 0.1.5 performance task. Same route and preset as 0.1.0 (packaged
Development, Epic scalability, TSR, VSync off, no frame generation, 2560x1440):

  0.1.0                2.42 ms (414 fps)  p99 3.01
  0.1.5 (kit)          2.76 ms (363 fps)  p99 3.64

The 625 kit actors and 8 generated textures cost about 12% of frame time and still
leave roughly six times the 60 fps floor. Frame-time series committed at
Docs/perf/0.1.5-kit-walk-frametimes.csv; comparison table added to
Docs/release-checks.md.

Records the measurement trap once more: runs showing ~105 fps were two overlapping
game instances, not the build - 363 fps reproduced twice on a clean single instance.
2026-11-08 22:38:04 +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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