Hero detail: - Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft (120 pieces) rather than boolean cuts - readable in silhouette and grazing light at a fraction of the cost. - Motto band: real recess with a moulded surround 6 cm proud and the panel 12 cm behind, replacing the 8 cm dark stripe. Hero 148 parts/3044 tris -> 271/5492, still 14.50 m. Placement bug this exposed (a real one, invisible in a render): - ue_hero_facade_import.py carried its own hero position (-12024.5, -1450) from before the 0.1.0 frontage fix, so running the importer alone moved the hero 13 m east and onto the north side of the boulevard. Only symptom: the reference score fell 0.69 -> 0.56 and the 3x3 composition correlation flipped +0.54 -> -0.08. - New Tools/ue_placement.py is the single source of truth (hero position, verified frontage spans, span validators). Both the importer and the demo builder use it; the import asserts the staged span and logs PLACEMENT ERROR otherwise. - 11 new tests, including one that fails if the stale literal returns. 78 total. Spawn-view score recovered to 0.72 (best yet); screenshots verified 4/4, packaged QA all PASS.
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.