The player start was at Y -1150, and the north sidewalk slice at that X spans Y -1734..-1182. He was standing 32 cm south of it, on the roadway - which is why every trace named Road_Hollywood and every sidewalk fix changed nothing. Moved to Y -1450 and the capsule now rests on the sidewalk: top surface under player: Z=158 mesh=Sidewalk_North_07 (actor Z 248) body: mesh bottom 161, capsule bottom 161 The cameras that frame the pawn moved with him, and the car now sits on the measured carriageway at 366 rather than the 342 it had. The captures still read as floating in the vision judge's opinion, and the table says why honestly: the placements measure correct, but at this sun angle the shadows fall well away from the objects, which is what the judge is reacting to. All 23 captures are regenerated and await a fresh approval.
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.