zwitschi 8ca403fd08 frontage: south block frontage, plus the placement bug it exposed
Adds the five remaining verified south-side buildings to the demo block
(6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug)
exported in place from the OSM blockout and staged by the demo builder.

Adding neighbours exposed a pre-existing placement bug that could not be seen
while the hero stood alone:

- UE south is +Y (south sidewalk Y +718..+1447), but the hero facade sat at
  Y -1450 on the NORTH side and at X -12024..-9420, which is 26 m east of the
  6840 footprint (the frontage gap is X -14591..-12082).
- The two north-side buildings were on the SOUTH side, because their exporter
  mirrored Y.

Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; frontage and
north buildings export without a Y mirror (the FBX preset already lands
Blender -Y south on UE +Y south); player start and demo cameras moved to the
north sidewalk looking south; sun raised to pitch -62 so both frontages read
instead of the north side going to silhouette.

Screenshots re-rendered; the four demo views are marked needs-review because
the whole block changed.
2026-11-08 09:13:57 +01:00

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

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md. OSM-derived output carries "© OpenStreetMap contributors".

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