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ROADMAP.md

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

Status at a glance — 2026-11-07 08:50

Workstation and geo pipeline are done and verified. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. Unreal 5.8.4 is installed and starts headlessly; no project exists yet.

Area State
Workstation Bazzite 45.20261105, driver 615.78.08, Vulkan good, git-lfs/clang/cmake/ninja installed
Tooling Blender 5.2 + MPFB 2.0.18 + Blosm 2.7.28 working headless; QGIS 4.2.3; PROJ 9.9.0; Unreal 5.8.4 installed
Geo extract, address + footprints + bounds, CRS + origin, 3DEP DEM, street profile, cross-sections — all verified and committed
Engine 5.8.4 extracted, headless -NullRHI init passes, Vulkan RHI unproven
Blender blockout (87 meshes), terrain, street (road/kerbs/sidewalks), site assembly — all in one frame, walk-checked
Reference 72 images local, uncommitted; hero entrance located; inherited eight-step claim overturned
Unreal project not created — C++ project, packaging, and imports all open

Open decisions: code licence (MIT proposed); whether shipped builds carry a derived OSM database (ODbL posture).

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). 5.8.4 fully extracted (73 GiB, CL 58902052, promoted build); headless smoke test passed 2026-11-07 (UnrealEditor-Cmd -nullrhi -run=BlankProgram, clean startup and shutdown). Editor GUI launch on Vulkan still pending.
  • [-] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful. clang 23.1.4 / cmake 4.3.0 / ninja 1.13.2 installed; verified 2026-11-07 that this engine build bundles no Linux clang, so the system compiler is the toolchain — final proof lands with the first C++ project compile.
  • [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in docs/toolchain.md. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28 (imports headless on 5.2 in 3Dsimple; two headless workarounds documented), QGIS 4.2.3 with PROJ 9.9.0, stale QGIS lts 3.28.9 uninstalled 2026-11-07, Unreal 5.8.4 recorded as pin in Docs/toolchain.md. Left: finalize the Unreal pin once the editor GUI launches.
  • 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. Needed and acquired: USGS 3DEP 1 m DEM in EPSG:26911, public domain, NAVD88, 984 KB committed (Geo/manifests/2026-11-06-3dep-dem.md); measured relief 3.94 m.
  • Download the 3DEP 1 m DEM for the demo bounds, reproject it to EPSG:26911 with the recorded origin and vertical datum, and record the source, clip bounds, and checksum in Geo/.
  • In QGIS, set a suitable local projected CRS (e.g. EPSG:26911) and record a local origin. EPSG:26911, origin and projected easting/northing are recorded in Geo/manifests/local-origin.md with PROJ 9.9.0 control points; QGIS 4.2.3 is installed for the DEM reprojection step.
  • 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. Imported 2026-11-06 (Art/blender/blockout/blockout-2026-11-06.blend, 86 meshes, scale 1:1 against OSM, re-framed into EPSG:26911 with a 0.0 cm affine residual); cleaning and detailing not started.
  • Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates. The frame is defined (Geo/manifests/local-origin.md: EPSG:26911, origin Hollywood × Highland, X east / Y north / Z up, ×100 on export) and the Blender meshes already use it; the export preset and the asserted ×100 are not built yet.

Asset production

  • Establish a consistent scale test, named export presets, and repeatable import settings.
  • [-] Collect reference photography for manual façade work. Local only, never committed: Art/reference/ is gitignored. 72 images in eleven folders: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, and the Lee Drug neighbour. Gaps largely closed by the Flickr/web-search pass: the hero entrance is now documented (three portals with individual short flights — the inherited "eight steps, 12 m wide" is overturned), and the 6806–6822 retail run appears in an oblique 2013 frame. Still missing: a clean isolated frame of the door recess and a night frame of 6840 itself.
  • Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with Tools/commons_fetch.py against the Wikimedia Commons API: eleven frames in the local Art/reference/north-chinese/ and Art/reference/north-tussauds/, provenance in each sidecar.json, nothing committed.
  • 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. Terrain, road, sidewalks and kerbs exist (Art/blender/terrain/, street/) and are assembled in site/site-2026-11-06.blend; collision and details (crossing markings, kerb radii, aprons) are not built. Ground must follow the DEM: 3.94 m fall along the block, ~2 % crown between the gutters at ±10–11 m from the centreline, north sidewalk higher than south. Kerb height is an unresolved assumption — the DEM does not resolve it (Geo/verification/2026-11-06-cross-sections.md).
  • 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. Crossing chosen: mid-block signalised crossing, OSM way 385648319, at 130 m along the block (Geo/verification/2026-11-06-street-profile.md).
  • 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. Blender pre-check passes: 0 raycast holes along both sidewalks and the designated crossing; worst seam step 15.8 cm at the sidewalk's outer edge (Art/blender/README.md). Engine traversal still to be tested.
  • 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.