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gig-line/Docs/Architecture/04_solution_strategy.adoc
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zwitschi 72705268b5 docs: arc42 architecture documentation for Gig Line
Populated from the arc42-template (EN/adoc) with project-specific content
across all 12 sections:

1.  Introduction and Goals — requirements overview, quality goals, stakeholders
2.  Architecture Constraints — technical (engine, collision, coordinates),
    organisational (squash-merge, visual review, provenance), conventions
3.  Context and Scope — business and technical context tables
4.  Solution Strategy — technology decisions, top-level decomposition,
    quality achievement approach
5.  Building Block View — Gameplay (6 C++ classes), Site (7 meshes + 7
    materials), Facades (9 buildings), Art Pipeline, QA & Review; Level 2
    white boxes for input flow and collision model
6.  Runtime View — walk, screenshot capture, QA self-test, build/import
    pipeline scenarios
7.  Deployment View — dev workstation and packaged build infrastructure
8.  Cross-cutting Concepts — coordinate system, collision model, lighting,
    materials, data provenance, QA harness
9.  Architecture Decisions — 7 ADRs (dynamic lighting, UE materials,
    C++ collision helper, grounded reset, core ticker, Y convention,
    headless Blender)
10. Quality Requirements — overview table + 7 measurable scenarios
11. Risks and Technical Debts — 5 risks, 2 debts with mitigations
12. Glossary — 16 domain-specific terms

Master document: Docs/Architecture/architecture.adoc
Config: Docs/Architecture/config.adoc
2026-11-08 13:08:35 +01:00

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ifndef::imagesdir[:imagesdir: ./images]
[[section-solution-strategy]]
== 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
* *Performance*: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
* *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`.