zwitschi 567ca0e4c7 docs(review): comprehensive 0.1.4 review for the owner
Consolidates the branch: what changed (9 commits, 89 files), the evidence that
holds up (packaged -qaselftest, coordinate probes, budgets, 67 tests), all 15
defects found this cycle with severity/root cause/how each was caught, the
iteration toolchain and its current measurements, known limitations, and an
explicit list of what is NOT verified and needs a human.

Also records two things the earlier QA doc did not: the QA self-test is time-based
and can flake (one run reported walk 246 cm and pause FAIL; an immediate re-run
reported 761 cm and PASS with identical content), and the visual-loop scores are a
trend across iterations rather than an absolute quality number, because a wide
block view compared with a tight facade crop always scores low on edge similarity.
2026-11-08 20:21:10 +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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