Files
gig-line/ROADMAP.md
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zwitschi 737e16e7db geo: add block extract, boundary verification, and the carried-over reference set
Inventory the sibling security-game project and copy only the evidence: nine
licensed photos with their sidecar provenance into Art/reference/hollywood/,
now LFS-tracked. Add the block-wide OSM extract with a manifest, resolve the
demo bounds (Orange Dr -118.341434 .. Highland Ave -118.338718, 279 m) and the
south/north building sets, and add Geo/scripts/block_report.py to reproduce it.

The sibling docs place the El Capitan Theatre west of 6840; OSM geometry and
the house numbering put it east. Recorded with the two unresolved measurement
conflicts rather than averaged.
2026-11-06 21:47:29 +01:00

14 KiB
Raw Blame History

ROADMAP.md

Living roadmap for this project. This file is the single source of truth for current progress.

0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)

Environment setup

Status detail in Docs/setup.md; workstation audit in Docs/environment.md; pins in Docs/toolchain.md.

  • Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
  • Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
  • Validate Unreal runs on Bazzite before asset production (not an officially supported distribution).
  • [-] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful.
  • [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in docs/toolchain.md.
  • Create repository structure (Game/, Art/, Geo/, Tools/, Docs/) with LFS tracking and ignore rules applied.
  • Keep project and Derived Data Cache on SSD storage; reserve several hundred GB for engine, assets, caches, builds.

Project bootstrap

  • Create a C++ Unreal project with Blueprint gameplay iteration and Enhanced Input.
  • Package and launch a blank Linux build.
  • Export one static mesh from Blender and import into Unreal; verify scale and materials.
  • Export one MPFB character with baked materials and deform skeleton; verify import.
  • Document initial setup in Docs/: engine install, project checkout, fresh-checkout build procedure.

Geographic data

  • Save a versioned OSM extract; document date, bounds, and source in Geo/.
  • Acquire separately licensed elevation data if needed.
  • In QGIS, set a suitable local projected CRS (e.g. EPSG:26911) and record a local origin.
  • Verify the address, building footprints, and demo boundaries for 6840 Hollywood Blvd against source data.
  • Import OSM blockouts through Blosm; clean and detail them in Blender.
  • Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates.

Asset production

  • Establish a consistent scale test, named export presets, and repeatable import settings.
  • [-] Collect licensed reference photography for manual façade work.
  • Model hero façade for the El Capitan Entertainment Centre site.
  • Model surrounding block frontage.
  • Model simplified background buildings directly across Hollywood Boulevard.
  • Build sidewalks, roads, and collision meshes.
  • Materials and look development for all exported assets.

Gameplay

  • First-person movement, mouse look, and Enhanced Input bindings.
  • Collision, reset, and pause functionality.
  • Walkable sidewalks and a designated street crossing.
  • Fixed daytime lighting and basic ambience.
  • Geographic attribution display ("© OpenStreetMap contributors" + license link).

Release checks

  • Player can traverse both sides of the demo without falling through geometry.
  • Building placement, street scale, and site identity checked against references.
  • No blocking collision or packaging defects.
  • 60 FPS at 1440p on the dev workstation (Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB) using a documented quality preset; record upscaling state; report performance without frame generation.
  • Fresh project checkout builds with the documented external engine installation.
  • Package Linux build with documented controls.
  • Tag v0.1.0 and write CHANGELOG.md entry; then remove this section.

0.1.1 — Collision fixes (patch)

Patch tasks

  • Audit and fix any collision gaps or fall-through geometry found in 0.1.0.
  • Regression-test traversal on both sides of the demo.
  • Verify no new packaging defects.
  • Tag v0.1.1 and write CHANGELOG.md entry; then remove this section.

0.1.2 — Scale and façade corrections (patch)

Patch tasks

  • Correct building scale and street proportions flagged against references.
  • Refine hero façade details where reference photography shows discrepancies.
  • Tag v0.1.2 and write CHANGELOG.md entry; then remove this section.

0.1.3 — Packaging and setup fixes (patch)

Patch tasks

  • Fix any packaging or build issues encountered in 0.1.x.
  • Update Docs/ setup instructions for anything that changed.
  • Tag v0.1.3 and write CHANGELOG.md entry; then remove this section.

0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)

Character setup

  • Generate MPFB human base mesh; export baked materials and deform skeleton.
  • Import character into Unreal; validate skeleton, scale, and materials.
  • Create basic idle/walk animation set.
  • Verify animation plays correctly on the imported rig.

Camera and controls

  • Add third-person camera following the player body.
  • Add first/third-person toggle.
  • Add camera collision to prevent clipping through geometry.
  • Document any input changes.

Release checks

  • Third-person traversal works end-to-end in the demo area.
  • No blocking animation or rig defects.
  • Performance target still met at 1440p.
  • Tag v0.2.0 and write CHANGELOG.md entry; then remove this section.

0.2.1 — Rig fixes (patch)

Patch tasks

  • Fix skeletal/rigging defects reported after 0.2.0.
  • Tag v0.2.1 and write CHANGELOG.md entry; then remove this section.

0.2.2 — Skin and hair tuning (patch)

Patch tasks

  • Tune skin shading and hair materials on the player character.
  • Tag v0.2.2 and write CHANGELOG.md entry; then remove this section.

0.2.3 — Camera clipping fixes (patch)

Patch tasks

  • Fix remaining camera clipping cases in 0.2.x.
  • Tag v0.2.3 and write CHANGELOG.md entry; then remove this section.

0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)

Vehicle production

  • Model one vehicle in Blender with collision meshes; export to Unreal.
  • Set up Chaos Vehicle with wheel and physics configuration.
  • Implement enter/exit interaction.
  • Build a closed driving route with boundaries.
  • Tune basic handling to a drivable state.

Release checks

  • Player can enter, drive the closed route, and exit without defects.
  • No blocking vehicle collision or packaging defects.
  • Performance target still met at 1440p.
  • Tag v0.3.0 and write CHANGELOG.md entry; then remove this section.

0.3.1 — Handling tuning (patch)

Patch tasks

  • Refine vehicle handling feel based on 0.3.0 feedback.
  • Tag v0.3.1 and write CHANGELOG.md entry; then remove this section.

0.3.2 — Vehicle collision fixes (patch)

Patch tasks

  • Fix vehicle collision defects (mesh/physics mismatches).
  • Tag v0.3.2 and write CHANGELOG.md entry; then remove this section.

0.3.3 — Input fixes (patch)

Patch tasks

  • Fix vehicle/character input issues in 0.3.x.
  • Tag v0.3.3 and write CHANGELOG.md entry; then remove this section.

0.4.0 — Small connected neighborhood and map streaming (weeks 14–17)

World expansion

  • Extend geo pipeline to a small connected neighborhood beyond the demo block.
  • Produce modular buildings, sidewalks, and roads for the expanded area.
  • Set up World Partition with streaming cells.
  • Configure HLOD for distant buildings.
  • Verify no seams or popping between streamed cells during traversal.

Release checks

  • Continuous walking (and driving) across the expanded area works.
  • Streaming does not introduce blocking defects.
  • Performance target re-validated at 1440p with streaming active.
  • Tag v0.4.0 and write CHANGELOG.md entry; then remove this section.

0.4.1 — Seam fixes (patch)

Patch tasks

  • Fix visible seams between streamed cells.
  • Tag v0.4.1 and write CHANGELOG.md entry; then remove this section.

0.4.2 — Streaming corrections (patch)

Patch tasks

  • Correct streaming/loading issues found in 0.4.x.
  • Tag v0.4.2 and write CHANGELOG.md entry; then remove this section.

0.4.3 — HLOD tuning (patch)

Patch tasks

  • Tune HLOD quality and distance settings.
  • Tag v0.4.3 and write CHANGELOG.md entry; then remove this section.

0.5.0 — Pedestrians, crosswalk behavior, ambient traffic (weeks 18–21)

Simulation

  • Add pedestrian characters with navigation.
  • Implement crosswalk behavior (pedestrians use the designated crossing).
  • Add limited ambient traffic on the street network.
  • Optimize simulation cost to stay within frame budget.

Release checks

  • Pedestrians and traffic behave without blocking defects.
  • Performance target re-validated at 1440p.
  • Tag v0.5.0 and write CHANGELOG.md entry; then remove this section.

0.5.1 — Navigation fixes (patch)

Patch tasks

  • Fix pedestrian navigation issues.
  • Tag v0.5.1 and write CHANGELOG.md entry; then remove this section.

0.5.2 — Crossing fixes (patch)

Patch tasks

  • Fix crosswalk behavior defects.
  • Tag v0.5.2 and write CHANGELOG.md entry; then remove this section.

0.5.3 — Simulation optimization (patch)

Patch tasks

  • Optimize pedestrian/traffic simulation cost.
  • Tag v0.5.3 and write CHANGELOG.md entry; then remove this section.

0.6.0 — Visual/audio pass and evening lighting preset (weeks 22–24)

Look and sound

  • Create an evening lighting preset.
  • Complete a visual polish pass across the neighborhood.
  • Add ambient audio (city ambience, traffic, basic SFX).
  • Verify licenses for all added audio files.

Release checks

  • Both day and evening presets render without defects.
  • Audio plays without gaps or licensing issues.
  • Performance target re-validated at 1440p.
  • Tag v0.6.0 and write CHANGELOG.md entry; then remove this section.

0.6.1 — Lighting fixes (patch)

Patch tasks

  • Fix lighting defects in day/evening presets.
  • Tag v0.6.1 and write CHANGELOG.md entry; then remove this section.

0.6.2 — Material corrections (patch)

Patch tasks

  • Fix material errors found in 0.6.x.
  • Tag v0.6.2 and write CHANGELOG.md entry; then remove this section.

0.6.3 — Audio balancing (patch)

Patch tasks

  • Balance audio levels across the scene.
  • Tag v0.6.3 and write CHANGELOG.md entry; then remove this section.

0.7.0 — Settings, control rebinding, save/load, accessibility (weeks 25–27)

Systems

  • Build settings menu (graphics and audio options).
  • Implement control rebinding with persistence.
  • Implement save/load for player state.
  • Add accessibility basics (e.g. FOV, subtitle, colorblind options as applicable).

Release checks

  • Settings, rebinding, and save/load all persist across restarts.
  • No blocking UI defects.
  • Tag v0.7.0 and write CHANGELOG.md entry; then remove this section.

0.7.1 — Save fixes (patch)

Patch tasks

  • Fix save/load defects.
  • Tag v0.7.1 and write CHANGELOG.md entry; then remove this section.

0.7.2 — UI fixes (patch)

Patch tasks

  • Fix UI issues in 0.7.x.
  • Tag v0.7.2 and write CHANGELOG.md entry; then remove this section.

0.7.3 — Input persistence fixes (patch)

Patch tasks

  • Fix rebinding persistence issues.
  • Tag v0.7.3 and write CHANGELOG.md entry; then remove this section.

0.8.0 — Performance budgets and broader Linux hardware testing (weeks 28–30)

Performance

  • Define performance budgets (frame time, VRAM) and document them.
  • Profile the full neighborhood; fix budget violations.
  • Test on broader Linux hardware and VRAM configurations; document results.
  • Re-validate the 1440p quality preset with upscaling state recorded.

Release checks

  • Performance budgets met on documented hardware matrix.
  • No blocking compatibility defects.
  • Tag v0.8.0 and write CHANGELOG.md entry; then remove this section.

0.8.1 — VRAM reductions (patch)

Patch tasks

  • Reduce VRAM usage where profiling shows excess.
  • Tag v0.8.1 and write CHANGELOG.md entry; then remove this section.

0.8.2 — Frame-time fixes (patch)

Patch tasks

  • Fix frame-time spikes found in 0.8.x.
  • Tag v0.8.2 and write CHANGELOG.md entry; then remove this section.

0.8.3 — Compatibility fixes (patch)

Patch tasks

  • Fix compatibility issues from the hardware testing matrix.
  • Tag v0.8.3 and write CHANGELOG.md entry; then remove this section.

0.9.0 — Feature freeze, public beta, license and build audit (weeks 31–34)

Freeze and audit

  • Freeze features; document the freeze in CHANGELOG.md.
  • Produce a public beta build for testers.
  • Complete license audit: THIRD_PARTY_NOTICES.md, all MPFB assets, textures, animations, vehicles, audio.
  • Review ODbL obligations for any distributed derived geographic database.
  • Review Epic distribution requirements before publishing.
  • Verify a fresh checkout builds and packages reproducibly.

Release checks

  • Beta feedback triaged; blockers logged for 0.9.x.
  • Tag v0.9.0 and write CHANGELOG.md entry; then remove this section.

0.9.1 — Blocker fixes (patch)

Patch tasks

  • Fix blockers reported during the public beta.
  • Tag v0.9.1 and write CHANGELOG.md entry; then remove this section.

0.9.2 — Regression fixes (patch)

Patch tasks

  • Fix regressions introduced by 0.9.x fixes.
  • Tag v0.9.2 and write CHANGELOG.md entry; then remove this section.

0.9.3 — Documentation fixes (patch)

Patch tasks

  • Update all Docs/ for accuracy before 1.0.0.
  • Tag v0.9.3 and write CHANGELOG.md entry; then remove this section.

1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)

Final release

  • Complete final acceptance sweep across all 0.x features.
  • Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
  • Final build, documentation, and licensing verification.
  • Tag v1.0.0 and write CHANGELOG.md entry; then remove this section.