A top-left readout for performance work: smoothed FPS and frame time, the worst frame in a rolling two-second window, the active view, player speed, a frame counter and the player's position in metres from the project origin. - **F3** toggles it, through the console variable so a packaged build can be checked without a rebuild (). - **On automatically** for and , so the performance capture never depends on pressing a key first; **off in the built demo**, because a player should not see an FPS counter over Hollywood Boulevard. - The first two seconds are a **warm-up window** excluded from the worst-frame figure. Without it the readout showed 'worst 400 ms' for a healthy run: the startup shader and streaming hitches dominated the rolling maximum. Measured cost on the self-test route at 1440p: 2.64 -> 2.77 ms average, about 5 %, still 6x the floor. The release-check number stays the overlay-off run; the overlay-on series is committed beside it as Docs/perf/0.2.0-walk-frametimes-overlay.csv. Docs: controls (F3 row, overlay section, switch table), release checks (cost row), architecture building block view (HUD and input list).
36 KiB
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
bpyPython 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.shgate, fresh-checkout build procedure inDocs/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: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (gigline.Debug, on for -perf/-qaselftest) |
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, IA_ToggleDebug, 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
-
AGigLineShotActorwalks fixed cameras in-gamemode, captures PNGs, and quits. -
-qaselftestswitch onAGigLineCharacterruns a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged. -
Screenshots/holds committed PNGs andREADME.mdapproval table.
Level 2
White Box Gameplay — Input Flow
-
AGigLineCharacter::SetupPlayerInputComponentbindsIA_*actions toMoveForward,MoveBack,MoveStrafe,MoveLeft,Look,StartJump/StopJump,ResetToStart,TogglePause. -
Movement delegates to
ApplyMove(Forward, Strafe)→AddMovementInput. -
Look applies yaw/pitch scaled by
LookSensitivity(Y invertable viabInvertLookY). -
ResetToStartteleports toStartLocation(captured on first grounded frame), clears velocity, resets control rotation. -
TogglePausetogglesAPlayerController::SetPause, swaps input mode betweenFInputModeGameOnlyandFInputModeUIOnly, shows/hides mouse cursor.
White Box Site — Collision Model
-
Every site mesh (road, sidewalks, kerbs, crossing) is
STATICwithBlockAllcollision. -
Terrain_DEMusesCTF_UseComplexAsSimple(forced byUGigLineAssetToolsat 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
-
Player launches game →
AGigLineGameModeBasespawnsAGigLineCharacteratPlayerStart(-13336, -1150, 600). -
Character falls 144 cm to road surface (Z 456) and begins walking.
StartLocationcaptured on first grounded frame. -
Player holds W →
IA_Movefires →ApplyMove(1, 0)→AddMovementInput(ForwardVector, 1)→ capsule moves at 450 cm/s. -
Mouse move →
IA_Lookfires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height). -
Player presses R →
ResetToStart→ teleport toStartLocation/StartRotation,StopMovementImmediately, reset control rotation. -
Player presses Escape →
TogglePause→SetPause(true), switch toFInputModeUIOnly, show cursor. World timers stop; core tickers continue. -
Player presses Escape again →
TogglePause→SetPause(false), switch toFInputModeGameOnly, hide cursor.
Screenshot capture
-
Tools/render_screenshots.shcompiles editor, buildsReviewMapfromTools/ue_build_review_map.py, launches game in-gamemode. -
AGigLineShotActoriterates the camera list, sets view, callsHighResShot 1280x720, waits for capture. -
On last camera, requests engine quit. PNGs are copied to
Screenshots/and committed.
QA self-test (-qaselftest)
-
Core ticker starts at
BeginPlay(not a world timer — world timers freeze on pause). -
1.0 s: begin driving forward input.
-
3.0 s: stop, measure displacement (> 200 cm = PASS).
-
3.5 s: call
ResetToStart. -
4.0 s: measure distance from spawn (< 100 cm = PASS).
-
4.5 s: call
TogglePause, checkIsGamePaused()(= true = PASS). -
5.5 s: call
TogglePause, checkIsGamePaused()(= false = PASS). -
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.
-
7.0 s: final verdict logged.
Build and import pipeline
-
Blender headless (
Tools/export_*.py) reads.blendfiles, applies metre→centimetre conversion, exports FBX withue_metric_v1preset. -
Unreal headless (
Tools/ue_import_*.py) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles. -
Tools/ue_build_demo_map.pyassemblesDemoMap: 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_NorthY −1912..−1053,Sidewalk_SouthY +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):
STATICmobility,BlockAllcollision profile. -
Terrain:
STATIC,CTF_UseComplexAsSimple(forced byUGigLineAssetToolsat build time, saved on the asset — the flag lives on theUStaticMesh/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
.umapsilently reverts it.
Lighting
-
Dynamic-only:
r.AllowStaticLighting=False. All lights areMOVABLE. -
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.mdbefore 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 lightsMOVABLE. -
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 setCollisionTraceFlagonStaticMesh/BodySetupat all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street. -
Decision:
UGigLineAssetTools::SetComplexCollisionAsSimple(C++) forcesCTF_UseComplexAsSimpleand 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:
BeginPlaycapturesStartLocationat 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
StartLocationonce the character reportsIsMovingOnGround(), 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-qaselftestharness. -
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_Northhas Y range −1912..−1053,Sidewalk_Southhas +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_v1export 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:
0.1.4carried the first façade pass as a patch, while the release policy says patches contain fixes and refinements and never new scope. The0.1.6retail 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 former0.9.0freeze/beta/audit milestone becomes0.10.0, its patches0.10.1–0.10.3, and1.0.0moves 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:
0.2.0needs a visible body and a third-person camera, while0.1.0shipped 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.
AGigLineCharactercarries 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;-thirdpersonstarts 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
Tickby 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).