Re-read /home/zwitschi/StabilityMatrix/Data/README.md - it now documents 141 GB of models and four verified, core-node image/texture graphs - and wired the ones that matter into the toolchain. comfyui_generate.py gains a 'texture' subcommand that rebuilds the API graph for each documented workflow, because the files in Workflows/ are ComfyUI UI format and /prompt cannot accept them: albedobase AlbedoBase XL v3.1, 30 steps, CFG 6.0, dpmpp_2m/karras, baked VAE krea2 Krea-2 Turbo NVFP4, 8 steps, CFG 1.0, euler/simple, ConditioningZeroOut, texture-fix VAE qwen21 Qwen-Image 2.1 int8, 25 steps, CFG 1.0, euler/simple, TextEncodeQwenImage21, texture-fix VAE Default pair is albedobase + krea2 - both commercially usable - generated from the same prompt and seed, scored by high-frequency detail, and compared before the winner takes --out. Smoke-tested at 512 px: both rendered, albedobase won 18.91 against 17.51, and the resulting limestone albedo is a plausible material sheet. Tools/README.md documents the profiles with their settings, a licence row per profile (Qwen-Image 2.1 is research-only and must not ship), and the two limits the workflows carry: they produce albedo only, and ComfyUI 0.44 has no seamless sampler, so tiling has to be checked by offsetting the image 50%. Five tests cover the graph shapes; the suite is at 108.
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.