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gig-line/Docs/Architecture/architecture.md
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zwitschi 50e023f15d merge: bring main (v0.1.6) into anim-body-0.2.0
Conflicts resolved by union, not by picking a side:

- AGENTS.md keeps the stronger visual-review rule (README updated with every visual
  change; a stale section is a defect).
- render_screenshots.sh keeps the absolute engine path from main and adds
  -thirdperson from this branch - both were needed and neither alone worked.
- Screenshots/README.md now lists six shots, retail and third-person both embedded;
  the known-issues tables merged, with the animation defect and unproven camera
  collision added to main's rows.
- visual_targets.json carries both expectations.
- Architecture docs: ADR-8 (realistic buildings) and ADR-9 (third-person body) both
  present and in numeric order; ADR-8 was mis-placed before the Quality Requirements
  heading in the combined document by an earlier edit, now fixed.
- Binary conflicts resolved to main's content, since the retail trim only exists
  there.

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title, description, status, date
title description status date
Gig Line Architecture Documentation Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd. v0.1.0 2026-11-08

Introduction and Goals

Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (0.1.0) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.

Requirements Overview

ID Description
F-1 Walk both sides of Hollywood Blvd in the demo area without falling through geometry
F-2 First-person movement (WASD + mouse look), jump, reset (R), pause (Escape)
F-3 Fixed daytime lighting and atmosphere (sun, sky, fog, exposure)
F-5 Designated street crossing with zebra markings at signalised crossings
F-6 Building façades recognisable against reference photography
F-7 Terrain, road, and sidewalk follow real-world DEM elevation
F-8 60 FPS at 1440p on the documented workstation and quality preset

Full requirements and progress are in TODO.md; version direction is in ROADMAP.md.

Quality Goals

Priority Quality Goal Scenario
1 Visual realism Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo
2 Geographic fidelity Building placement and street scale match the measured data and the photographs
3 Terrain walkability Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes)
4 Build reproducibility Fresh checkout + documented engine path produces a runnable Linux build
5 Provenance Every committed asset has recorded provenance
6 Performance efficiency 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation

How the order is used. It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a budget that must still be met, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.

Stakeholders

Role Contact Expectations
Owner / Director zwitschi Sets scope, approves screenshots, cuts release tags
AI coding agents multiple sessions Read AGENTS.md, TODO.md, ROADMAP.md, and this document for architecture constraints; never commit directly to main
Players end users Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block

Architecture Constraints

Technical Constraints

Constraint Explanation
Engine: Unreal 5.8.4 Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use BuildSettingsVersion.V7.
Platform: Linux first Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary.
GPU: RTX 5070 Ti 16 GB Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08.
No static lighting r.AllowStaticLighting=False. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings.
Blender→UE via FBX Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE.
Terrain collision UE 5.8 exposes CollisionTraceFlag (not bUseComplexAsSimpleCollision); Python cannot set it. Must use C++ helper UGigLineAssetTools::SetComplexCollisionAsSimple.
Coordinate convention South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal.

Organisational Constraints

Constraint Explanation
Squash-merge to main Every PR is squash-merged for a linear history. No direct commits to main except integration merges.
Visual review required Any change affecting appearance must produce screenshots for human approval before being marked done.
Asset provenance Every committed asset must have verified licence and redistribution permission recorded in THIRD_PARTY_NOTICES.md.
Reference photography Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale.
LFS for binaries .uasset, .umap, .blend tracked with Git LFS; Binaries/, Intermediate/, Saved/ are gitignored.

Conventions

Convention Explanation
Semantic versioning MAJOR.MINOR.PATCH. 0.x documents breaking changes. 1.0.0 = agreed game scope.
Task tracking in TODO.md Single central task list. - [ ] open, - [-] or - [~] in progress, - [x] done, - [A] active, - [D] deferred.
Headless Blender All Blender work driven by bpy scripts in Tools/, not MCP. Blender skills are method guides only.
Named export presets ue_metric_v1 for static meshes, ue_character_v1 for skeletal. Every exporter calls the metre→centimetre conversion.

Context and Scope

Business Context

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:

Partner Inbound Outbound
Player (keyboard/mouse) WASD, mouse, R (reset), Escape (pause), Space (jump) Rendered 3D scene + HUD
OSM data Extracted building footprints, street geometry, elevation —
Filesystem Engine content (.uasset, .umap), Blender sources (.blend), DEM GeoTIFF Saved maps, screenshots, packaged build

Technical Context

Channel Protocol / Format Purpose
Keyboard + mouse Enhanced Input (IA_*, IMC_Default) First-person movement, look, jump, reset, pause
Vulkan RHI GPU rendering Scene display at 60 FPS / 1440p
FBX Autodesk FBX (binary) Blender→Unreal mesh and skeleton transfer
GeoTIFF 3DEP 1 m DEM Terrain heightfield source
OSM XML Overpass API extract Building footprint and street layout source
Git / LFS HTTPS to Gitea remote Source control, binary asset storage

Solution Strategy

Technology decisions

  • Unreal Engine 5.8.4 for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.

  • Blender 5.2 LTS for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via bpy Python scripts, not MCP.

  • QGIS 4.2.3 for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.

  • Blosm 2.7.28 for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).

  • MPFB 2.0.18 for human base meshes and baked materials (NPCs in 0.2.0+).

Top-level decomposition

The system is a single Unreal game module (GigLine) with no plugins beyond EnhancedInput. Content is organised by domain under /Game/Hollywood/:

  • Site/ — terrain, road, sidewalks, kerbs, crossing markings, site materials

  • ElCapitan/ — hero façade mesh and materials

  • Frontage/ — south-side block building meshes

  • North/ — north-side building meshes

  • Input/ — Enhanced Input actions and mapping context

All modelling and geographic processing live outside the game project in Art/, Geo/, and Tools/. The Game/ directory contains only engine-ready content and C++ source.

Quality achievement

  • Realism: reference photography drives every façade decision, measured data fixes placement and scale, and renders are compared against the photographs (Tools/visual_loop.py, Screenshots/README.md). One module kit at the 4.96 m bay keeps the street wall coherent; materials are world-aligned and lit by a fixed daytime rig so a shot is comparable between runs.

  • Performance holds the floor, it does not set the agenda: dynamic-only lighting (no build step, no static shadow maps), cheap procedural materials, minimal overdraw for street-level geometry, and 60 FPS at 1440p as a budget every release must meet.

  • Walkability: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.

  • Fidelity: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.

  • Reproducibility: pinned toolchain in Docs/toolchain.md, named export presets, Tools/check-lfs.sh gate, fresh-checkout build procedure in Docs/build.md.

Building Block View

Whitebox Overall System

The system decomposes into five top-level building blocks:

Name Responsibility
Gameplay Player pawn, movement, camera, input bindings, HUD, game mode
Site Terrain, road, sidewalks, kerbs, crossing markings, site-level collision
Façades Hero façade (El Capitan), south block frontage, north-side buildings
Art Pipeline Blender models, geographic data, export scripts, import scripts
QA & Review Screenshot pipeline, self-test harness, visual review workflow

Gameplay

C++ classes in Game/GigLine/Source/GigLine/:

Class Responsibility Key detail
AGigLineCharacter First-person player pawn 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, -qaselftest harness
AGigLineGameModeBase Sets game mode and HUD class HUDClass = AGigLineHUD
AGigLineHUD HUD text overlay DrawText every frame, bottom-left
AGigLineNPCPerson NPC prefab (future) Capsule + visible MPFB body, feet on Z 0
AGigLineShotActor Screenshot camera walker Drives cameras in -game mode, FScreenshotRequest, quits
UGigLineAssetTools C++ collision helpers SetComplexCollisionAsSimple on StaticMesh assets

Input assets in /Game/Input/: IA_Move, IA_MoveBack, IA_Strafe, IA_StrafeLeft, IA_Look, IA_Jump, IA_Reset, IA_Pause, IA_ToggleCamera, bound in IMC_Default.

Player-facing bindings: WASD move, mouse look, Space jump, R reset, Escape pause, V swap first/third person. The camera and body work landed with 0.2.0 (see ADR-9): the shipped default view stays first person, and -thirdperson starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.

Site

Static meshes and materials in /Game/Hollywood/Site/:

Asset Role
Terrain_DEM Ground heightfield (complex-as-simple collision)
Road_Hollywood Carriageway surface (block-all collision)
Sidewalk_North, Sidewalk_South Pedestrian surfaces (block-all collision)
Kerb_North, Kerb_South Kerb edges
Crossing_Markings Zebra markings at signalised crossing
M_Asphalt, M_Concrete, M_KerbConcrete, M_Ground, M_RoadPaint, M_Stucco, M_FacadeStone Procedural materials (world-space-noise blend + roughness)

Façades

Asset Role
SM_HeroFacade El Capitan Entertainment Centre detailed façade
SM_ElCapitanTheatre, SM_Budget_6822, SM_Hollywood_6806, SM_Hollywood_6902, SM_Hollywood_6922, SM_LeeDrug_6800 South block frontage (6 buildings)
SM_Madame_Tussauds, SM_TCL_Chinese_Theatre North-side buildings (within 50 m)
SM_Retail_LeeDrug, SM_Retail_6806 Retail trim over 6800 and 6806–6820, modelled from their own photograph (Tools/retail_frontage_build.py, staged as RetailTrim_*). 6822 Budget stays a bare volume: no photograph exists.

Art Pipeline

Python scripts in Tools/ drive the content pipeline:

Script group Purpose
export_*, hero_facade_build Blender headless export (FBX)
ue_import_*, ue_hero_facade_import Unreal headless import + placement
character_anim_build, ue_character_anim_import Character animation clips (GigLine_Idle, GigLine_Walk) and their import
export_*, hero_facade_build, retail_frontage_build, theatre_trim_build, facade_kit_build Blender headless export (FBX); trim builders work in world coordinates
ue_import_*, ue_hero_facade_import, ue_import_retail_detail Unreal headless import + placement
ue_build_demo_map, ue_build_review_map Map assembly (lighting, meshes, player start)
ue_create_input_assets Enhanced Input actions + mapping context
render_screenshots.sh Screenshot capture pipeline
judge_screenshot.py Vision-model pre-check (optional)
input_emulation.py, input_test.py OS-level virtual keyboard/mouse injection for input verification
Tools/_common.py Pure helper shared by Blender builders, importable without Blender (bay layout)
Tools/tests/ Stdlib unittest tests for the pure parts of the tools (requirements-tools.txt)
Geo/tools/mapbox_buildings.py Second height source: Mapbox mapbox-streets-v8 building data vs our OSM heights

Source data: Art/blender/ (.blend files), Geo/ (OSM extracts, DEM, verification docs).

QA & Review

  • AGigLineShotActor walks fixed cameras in -game mode, captures PNGs, and quits.

  • -qaselftest switch on AGigLineCharacter runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.

  • Screenshots/ holds committed PNGs and README.md approval table.

Level 2

White Box Gameplay — Input Flow

  1. AGigLineCharacter::SetupPlayerInputComponent binds IA_* actions to MoveForward, MoveBack, MoveStrafe, MoveLeft, Look, StartJump/StopJump, ResetToStart, TogglePause.

  2. Movement delegates to ApplyMove(Forward, Strafe) → AddMovementInput.

  3. Look applies yaw/pitch scaled by LookSensitivity (Y invertable via bInvertLookY).

  4. ResetToStart teleports to StartLocation (captured on first grounded frame), clears velocity, resets control rotation.

  5. TogglePause toggles APlayerController::SetPause, swaps input mode between FInputModeGameOnly and FInputModeUIOnly, shows/hides mouse cursor.

White Box Site — Collision Model

  • Every site mesh (road, sidewalks, kerbs, crossing) is STATIC with BlockAll collision.

  • Terrain_DEM uses CTF_UseComplexAsSimple (forced by UGigLineAssetTools at build time, saved on the asset).

  • The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.

  • Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).

Runtime View

Walk the block

  1. Player launches game → AGigLineGameModeBase spawns AGigLineCharacter at PlayerStart (-13336, -1150, 600).

  2. Character falls 144 cm to road surface (Z 456) and begins walking. StartLocation captured on first grounded frame.

  3. Player holds W → IA_Move fires → ApplyMove(1, 0) → AddMovementInput(ForwardVector, 1) → capsule moves at 450 cm/s.

  4. Mouse move → IA_Look fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).

  5. Player presses R → ResetToStart → teleport to StartLocation/StartRotation, StopMovementImmediately, reset control rotation.

  6. Player presses Escape → TogglePause → SetPause(true), switch to FInputModeUIOnly, show cursor. World timers stop; core tickers continue.

  7. Player presses Escape again → TogglePause → SetPause(false), switch to FInputModeGameOnly, hide cursor.

Screenshot capture

  1. Tools/render_screenshots.sh compiles editor, builds ReviewMap from Tools/ue_build_review_map.py, launches game in -game mode.

  2. AGigLineShotActor iterates the camera list, sets view, calls HighResShot 1280x720, waits for capture.

  3. On last camera, requests engine quit. PNGs are copied to Screenshots/ and committed.

QA self-test (-qaselftest)

  1. Core ticker starts at BeginPlay (not a world timer — world timers freeze on pause).

  2. 1.0 s: begin driving forward input.

  3. 3.0 s: stop, measure displacement (> 200 cm = PASS).

  4. 3.5 s: call ResetToStart.

  5. 4.0 s: measure distance from spawn (< 100 cm = PASS).

  6. 4.5 s: call TogglePause, check IsGamePaused() (= true = PASS).

  7. 5.5 s: call TogglePause, check IsGamePaused() (= false = PASS).

  8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.

  9. 7.0 s: final verdict logged.

Build and import pipeline

  1. Blender headless (Tools/export_*.py) reads .blend files, applies metre→centimetre conversion, exports FBX with ue_metric_v1 preset.

  2. Unreal headless (Tools/ue_import_*.py) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.

  3. Tools/ue_build_demo_map.py assembles DemoMap: creates/repositions actors, sets lighting, saves map and assets.

Deployment View

Infrastructure Level 1 — Development Workstation

Node Specification
Dev workstation Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI
Engine install /run/media/system/DATA/Engines/UE_5.8.4 (73 GiB, external to repo)
Project repo /run/media/system/DATA/Documents/06-games/gig-line (Git + LFS, remote at git.allucanget.biz)
Build output /run/media/system/DATA/Builds/GigLineQA/Linux (packaged Development build, ~1.1 GiB; outside the repository)

Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.

Quality and Performance Features

  • Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.

  • System clang 23.1.4 (no bundled engine clang) compiles game code.

  • Build time: ~90 s incremental, ~5 min clean for the editor target.

Mapping of Building Blocks to Infrastructure

Building Block Infrastructure Element
Gameplay (C++) Dev workstation — compiled to libUnrealEditor-GigLine.so, loaded by engine
Site + Façades (UE content) Dev workstation — .uasset/.umap in Game/GigLine/Content/
Art Pipeline (Python/Blender) Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8
QA & Review Dev workstation — game run in -game mode, PNGs to Screenshots/
Git remote git.allucanget.biz — Gitea instance, LFS-enabled

Infrastructure Level 2 — Packaged Build

Element Detail
Linux packaged build Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor.
Run command ./GigLine.sh -windowed -ResX=2560 -ResY=1440

No server infrastructure. The game is a standalone executable.

Cross-cutting Concepts

Coordinate system and scale

  • Source CRS: EPSG:26911 (UTM zone 11N). Local origin recorded in Geo/.

  • Blender: metres. East → +X, north → +Y (Blender convention).

  • Unreal: centimetres. East → +X, north → −Y (confirmed from street mesh: Sidewalk_North Y −1912..−1053, Sidewalk_South Y +718..+1447).

  • Conversion: every exporter calls the metre→centimetre function. Import presets (ue_metric_v1, ue_character_v1) are named and repeatable.

Rule: place a building only against a neighbour or street mesh, never in isolation.

Collision model

  • Site meshes (road, sidewalks, kerbs, crossing): STATIC mobility, BlockAll collision profile.

  • Terrain: STATIC, CTF_UseComplexAsSimple (forced by UGigLineAssetTools at build time, saved on the asset — the flag lives on the UStaticMesh/UBodySetup, not the map).

  • Buildings: STATIC, simple collision (convex hull from mesh).

  • Rule: the collision flag must be saved on the asset. Saving only the .umap silently reverts it.

Lighting

  • Dynamic-only: r.AllowStaticLighting=False. All lights are MOVABLE.

  • Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.

  • Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.

Materials

  • All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).

  • World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).

  • Instance parameters where tunable (e.g. wetness, ageing).

Geographic data provenance

  • OSM extract is layout data only — not authoritative for façade, height, or pavement detail.

  • DEM from 3DEP 1 m; elevation verified against cross-sections in Geo/verification/.

  • Reference photography (local, gitignored) drives manual façade work.

QA harness

  • -qaselftest: core ticker (not world timer) so pause cannot freeze the test that proves pause works.

  • GigLine SIM / GigLine GROUND: TEMP diagnostic logging, to be removed before release tag.

  • Screenshot approval: human must tick Screenshots/README.md before visual work is marked done.

Architecture Decisions

ADR-1: Dynamic-only lighting for the demo

  • Context: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.

  • Decision: r.AllowStaticLighting=False, all lights MOVABLE.

  • Consequences: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.

ADR-2: Materials authored in Unreal, not imported from Blender

  • Context: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.

  • Decision: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.

  • Consequences: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.

ADR-3: Complex-as-simple collision on terrain via C++ helper

  • Context: UE 5.8 removed bUseComplexAsSimpleCollision. Python cannot set CollisionTraceFlag on StaticMesh/BodySetup at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.

  • Decision: UGigLineAssetTools::SetComplexCollisionAsSimple (C++) forces CTF_UseComplexAsSimple and saves the asset.

  • Consequences: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.

ADR-4: Reset captures StartLocation on first grounded frame

  • Context: BeginPlay captures StartLocation at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.

  • Decision: Repeating 0.25 s timer captures StartLocation once the character reports IsMovingOnGround(), then clears itself.

  • Consequences: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).

ADR-5: Core ticker for QA self-test, not world timer

  • Context: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.

  • Decision: FTSTicker::GetCoreTicker() drives the -qaselftest harness.

  • Consequences: Test runs even while paused. Must be enabled explicitly (-qaselftest), never in normal play.

ADR-6: South = +Y, north = −Y in Unreal

  • Context: The street mesh established this convention: Sidewalk_North has Y range −1912..−1053, Sidewalk_South has +718..+1447.

  • Decision: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.

  • Consequences: Matches Blender’s north→+Y after the Y-flip in the ue_metric_v1 export preset.

ADR-7: Headless Blender via bpy scripts, not MCP

  • Context: Blender skill packs assume an MCP server; the project does not run one.

  • Decision: All Blender work driven by Python scripts in Tools/. Skill packs used as method guides (checklists, naming, proportions) only.

  • Consequences: Scripts are version-controlled and repeatable. No live Blender session needed for CI.

ADR-8: Realistic building façades are a minor milestone, not a patch

  • Context: 0.1.4 carried the first façade pass as a patch, while the release policy says patches contain fixes and refinements and never new scope. The 0.1.6 retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (Screenshots/README.md, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.

  • Decision: Building realism gets its own minor milestone, 0.9.0 — Realistic buildings, placed before the feature freeze. Its scope is the façade system (orders, profile library, storefront types, signage as decals), per-building photo-matched models, a measured material library with a texel-density rule, and LODs plus collision proxies. Patches keep fixes and refinements only. Renumbered by this decision: the former 0.9.0 freeze/beta/audit milestone becomes 0.10.0, its patches 0.10.1–0.10.3, and 1.0.0 moves to weeks 39–44.

  • Consequences: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.

ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn

  • Context: 0.2.0 needs a visible body and a third-person camera, while 0.1.0 shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.

  • Decision: one pawn, both rigs. AGigLineCharacter carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a V toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; -thirdperson starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.

  • Consequences: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from Tick by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.

Quality Requirements

Quality Requirements Overview

Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).

Priority Category Requirement
1 Realism / Fidelity Façade identity, proportion, material and lighting read like the reference photographs when compared side by side
2 Realism / Fidelity Building placement matches the measured footprints and the photographs (within ~1 m)
2 Realism / Fidelity Street scale (lane width, sidewalk width) within ~10 cm of the measured profile
3 Reliability / Terrain Zero raycast holes across sidewalks and carriageway (84-sample transect)
3 Usability WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed
4 Maintainability Fresh checkout builds with the documented engine installation
4 Portability Linux build packages and runs; Windows build ships
5 Provenance Every committed asset has a recorded source and licence
6 Performance efficiency 60 FPS at 2560×1440, documented preset, no frame generation

Trade-off rule. Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a floor, not a preference — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in CHANGELOG.md; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.

Quality Scenarios

ID Source/Stimulus Response Metric
QS-1 Screenshot is compared against its reference photograph The render reads as the same building Similarity score and visual match confirmed by the owner; Tools/visual_loop.py reports the deltas
QS-2 A façade is placed from measured data It sits on its verified footprint World span probed against Geo/verification/ within ~1 m
QS-3 Player walks both sides of the demo No fall-through, character stays at ground Z 0 raycast holes in 84-sample transect
QS-4 Player holds W for 2 s on flat road Character moves forward ≥ 200 cm displacement, Z constant within ±5 cm
QS-5 Player presses R Character teleports to spawn < 100 cm from StartLocation
QS-6 Player presses Escape Game pauses, cursor appears IsGamePaused() = true
QS-7 Player presses Escape while paused Game unpauses, cursor hides IsGamePaused() = false
QS-8 Fresh checkout + engine install Build succeeds Exit code 0, runnable binary produced
QS-9 Game runs on dev workstation at 1440p Frame rate holds the floor ≥ 60 FPS, 99th percentile ≥ 55 FPS

QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.

Building realism gate (0.9.0)

ID Check Metric
BR-1 A building with a reference photograph has a review shot compared against it Silhouette and proportion deltas recorded per building in Screenshots/README.md; owner approval per shot
BR-2 Every building is either photo-matched or explicitly recorded as an unfounded blockout List in TODO.md; no building in an in-between state
BR-3 Every building has a collision proxy and at least one LOD Count of buildings missing either = 0
BR-4 No surface carries a placeholder material Material audit in Tools/ue_audit_scene.py reports 0 placeholder slots
BR-5 The realism pass does not break the floor QS-9 still holds at 1440p, with the measured cost of the pass recorded

Risks and Technical Debts

ID Risk / Debt Priority Mitigation
R-1 Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport High UGigLineAssetTools runs in the build script; always reassert complex-as-simple after any reimport. Documented in MEMORY.md and ADR-3.
R-2 Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; 3Drealistic mode untested Medium Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it.
R-3 Kerb height is an assumption (DEM does not resolve it) Medium Record the assumption in Geo/verification/; measure from reference photography if possible; mark as unresolved until verified.
R-5 GigLine SIM / GigLine GROUND TEMP diagnostic logging still in GigLineCharacter.cpp Medium Strip behind a cvar or remove entirely before the v0.1.0 release tag.
TD-1 Materials are Unreal-only — no Blender preview round-trip Low Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues.
TD-2 No CI pipeline — all builds and QA are manual on the dev workstation Low Acceptable for 0.x. CI is a 0.3.0+ concern.

Glossary

Term Definition
Blosm Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height.
PIE Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test.
Complex-as-simple collision CTF_UseComplexAsSimple: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape.
DEM Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield.
El Capitan El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo.
Enhanced Input Unreal’s modern input system (UE 5+). Uses Input Actions (IA_*) and Input Mapping Contexts (IMC_*) instead of legacy axis/action bindings.
EPSG:26911 UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in Geo/.
Hero façade The detailed, reference-calibrated model of the El Capitan building frontage.
MPFB MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials.
PlayerStart Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn.
QA self-test The -qaselftest command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker.
Site The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area.
Squash merge Git merge strategy that compresses all branch commits into one commit on main, keeping a linear history.
Swept transect A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable.
UE Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is GigLine.uproject; game code is a single C++ module in Game/GigLine/Source/GigLine/.
World Partition Unreal's world composition system for large open-world levels. Not yet used in 0.1.0 but planned for 0.3.0+ driving routes.
Y convention In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the ue_metric_v1 export preset flips Y.

About arc42

arc42, the template for documentation of software and system architecture.

Template Version 0.1.0. initial architecture documentation, 2026-11-08

Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See https://arc42.org.

Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).