Drop the OpenStreetMap/ODbL attribution requirement, the Google imagery rule, and the related F-4 requirement, risk R-4, release check, and TODO items across AGENTS, PLAN, ROADMAP, README, setup, architecture sections, and manifests. OSM data is now documented as local private use only. Also normalize numbered-list indentation in the architecture docs.
23 lines
1.1 KiB
Markdown
23 lines
1.1 KiB
Markdown
# Context and Scope
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## Business Context
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The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
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| Partner | Inbound | Outbound |
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| --- | --- | --- |
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| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
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| OSM data | Extracted building footprints, street geometry, elevation | — |
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| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
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## Technical Context
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| Channel | Protocol / Format | Purpose |
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| --- | --- | --- |
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| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
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| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
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| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
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| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
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| OSM XML | Overpass API extract | Building footprint and street layout source |
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| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
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