New Geo/tools/mapbox_buildings.py (stdlib urllib) Tilequeries mapbox-streets-v8 / layer building at each building centroid and merges height/min_height/type with our OSM height + source (tag > levels > guess, reusing block_height_report.classify_height). Reports matches, close calls, disagreements (sorted worst first), our-only and mapbox-only cases, and writes optional JSON. First run over 72 buildings: 58 match, 5 close, 3 disagree, 6 non-building. - Mapbox independently classifies our roof/canopy/shelter volumes as roof, canopy or shelter -> corroborates the 0.1.2 finding. - The 3 disagreements are rear building=yes/apartments structures rendering at our 2-level guess (6.4 m) vs Mapbox's 3.0 m. - Every levels x 3.2 m building is ~0.6 m per 6 levels taller than Mapbox implies, i.e. Mapbox suggests 3.1 m per level. Recorded, not applied. classify_height() now also treats building=canopy as a non-building volume (found by this cross-check), with tests. Data handling: Mapbox terms restrict persisting/redistributing their data, so .gitignore covers Geo/raw/mapbox-cache/ and Geo/verification/*mapbox*; the tool refuses to cache a response containing the token, and the token is never written to the cache, report or JSON. Token comes from the ignored .env. Also: 17 new tests (29 total) for the compare/nearest/centroid/render helpers and the canopy rule; Geo/README inventory row; architecture 05 + architecture.md tools table updated per the new upkeep rule.
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
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.